The Effects of one-hour gaming on blood pressure and self-reported stress, anxiety in college students

Autores/as

  • Pablo Agrait-Marotta University of Puerto Rico, Río Piedras Campus Autor/a
  • Lorenzo Torres-Figueroa University of Puerto Rico, Río Piedras Campus Autor/a
  • Angelica Sueiro-Colón University of Puerto Rico, Río Piedras Campus Autor/a
  • Emmanuel Rivera-Cuevas University of Puerto Rico, Río Piedras Campus Autor/a
  • Nuria Díaz-Fischbach Center for Social Research & University of Puerto Rico, Río Piedras Campus Autor/a
  • Yamil Ramírez-Reyes University of Puerto Rico, Río Piedras Campus Autor/a
  • Ismael Castillo University of Puerto Rico, Río Piedras Campus Autor/a
  • Yamil Ortiz-Ortiz University of Puerto Rico, Río Piedras Campus Autor/a

DOI:

https://doi.org/10.71332/f3r12688

Palabras clave:

Blood Pressure, Anxiety, Stress, Video Games, College Students

Resumen

Video games have emerged as a potential tool for alleviating stress and anxiety, effects that can be reflected in reduction in blood pressure - a physiological marker closely associated with mental health. The present study investigated whether different videogame genres elicit measurable changes in blood pressure, focusing on the impact of stress and anxiety among randomly assigned to one of four video game genres: action, horror, casual, and simulation. Participants completed a questionnaire with sociodemographic information, gaming habits, and the Generalized Anxiety Disorder scale (GAD-7). Systolic blood pressure (SBP), diastolic blood pressure (DBP), and pulse rate (PR) were measured before and after the one-hour session, as well as a 10-point self assessment of anxiety and stress. The results showed significant reductions in SBP [t(19)= 3.40, p= .003] and PR [t(19)= 2.44, p= .025], while DBP showed no significant changes [t(19)= 0.51, p= .618]. These findings suggest that certain video games can induce positive physiological effects associated with stress and anxiety reduction by decreasing markers such as SBP and PR. Although further research with larger samples is required, this study highlights the potential of video games as an innovative and accesible strategy for managing mental well-being in university settings, offering a complementary alternative to traditional interventions. 

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Publicado

2026-07-08

Número

Sección

Sección Regular