Although previous studies have found that video games induce stress, studies have not typically measured all salient indicators of stress responses including stress appraisals, cardiovascular indicators, and emotion outcomes. The current study used the Biopsychosocial Model of Challenge and Threat (Blascovich and Tomaka, 1996) to determine if video games induce a cardiovascular stress response by comparing the effects of threat and challenge appraisals across two types of video games that have shown different cardiovascular outcomes. Participants received challenge or threat appraisal instructions, and played a fighting game () or a puzzle game (). Study outcomes were heart rate variability, systolic and diastolic blood pressure, and positive and negative emotion ratings measured before, during and after gameplay. Results indicated that threat appraisal instructions increased negative emotion ratings and decreased heart rate variability, but not blood pressure, which is an essential marker for cardiovascular stress responses. Increased blood pressure and decreased heart rate variability was associated with fighting game players when compared with the puzzle game players, indicating a cardiovascular stress response; however, fighting game players also reported higher positive emotion ratings. Based on the study findings, video games do not induce stress responses like mental stressors used in previous research, demonstrating that the interactive player experience in video gaming may have more complex effects on stress outcomes. Future research should comprehensively measure biopsychosocial stress indicators and multiple emotional states over time to fully examine the relationship between video games and stress.
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http://dx.doi.org/10.3389/fpsyg.2019.00967 | DOI Listing |
Am J Nurs
February 2025
Mouhammad Yabrodi, Kamal Abulebda, and Riad Lutfi are associate professors and physicians at the Indiana University School of Medicine and Riley Hospital for Children, IU Health, Indianapolis, IN, where Mara E. Nitu is a professor and chief medical officer and Colin M. Rogerson is an assistant professor and physician. Kellie J. Pearson is a critical care respiratory therapist at IU Health, Indianapolis, IN, and Tracy Spitzer is a clinical nurse specialist at Riley Hospital for Children, IU Health, Indianapolis, IN. Nathanael Thomas Tavares is chief executive officer at Flyover Zone, Indianapolis, IN. Contact author: Mouhammad Yabrodi, The authors have disclosed no potential conflicts of interest, financial or otherwise.
Background: Central venous catheters (CVCs) are used in pediatric patients to deliver IV fluids, blood products, medications, and nutrients. Potential complications include central line infection, which carries a high risk of morbidity and mortality in this population. Pediatric critical care nurses play a crucial role in helping to reduce the risk of infection.
View Article and Find Full Text PDFSci Rep
January 2025
Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland.
Prolonged gaming time, along with increased impulsivity-a key element of poor self-regulation-has been identified as linked to gaming disorder. Despite existing studies in this field, the relationship between impulsivity and gaming time remains poorly understood. The present study explored the connections between impulsivity, measured both by self-report and behavioral assessments, gaming time and gaming disorder within a cohort of 82 participants.
View Article and Find Full Text PDFGeriatr Psychol Neuropsychiatr Vieil
December 2024
Faculté de santé, Université d'Angers, France, Département de médecine aiguë gériatrique, Centre de recherche sur l'autonomie et la longévité, hôpital universitaire d'Angers, France.
Older patients are at risk of falling, making fall prevention a critical component of training for future health professionals. To understand the expectations of health students regarding falls in the elderly, four consecutive focus groups were organized at the Angers hospital. The aim was to assess students' views on the effectiveness of using an educational or serious game to complement their traditional training.
View Article and Find Full Text PDFGeriatr Psychol Neuropsychiatr Vieil
December 2024
Université Paris Cité, Laboratoire de psychologie Clinique, psychopathologie, Psychanalyse, Boulogne-Billancourt.
This article comes from an academic research, conducted with old persons living in French nursing homes and doing esports workshops, led by young volunteers. With the case of a 93-year-old resident, recently introduced to technological tools, we show how the stakes of videogames competition were at first met with her fear not to be good enough. However, her involvement in the competition mustered, through afterwardness, some elements from her childhood and adolescent psychic life.
View Article and Find Full Text PDFFront Sports Act Living
January 2025
Department of Kinesiology, Texas Christian University, Fort Worth, TX, United States.
Introduction: Since the early 2000s, the video game industry has seen extraordinary booms in product development and market growth, with the total number of video game players globally reaching 2.69 billion by the end of 2020. Despite the rapid growth of the industry, there is little recent data investigating the time adult video game players spend sedentary playing video games and the time they spent engaged in physical activity.
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