The Effects of one-hour gaming on blood pressure and self-reported stress, anxiety in college students
DOI:
https://doi.org/10.71332/f3r12688Palabras clave:
Blood Pressure, Anxiety, Stress, Video Games, College StudentsResumen
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.
Descargas
Referencias
Ballard, M. E., Hamby, R. H., Panee, C. D., & Nivens, E. E. (2006). Repeated Exposure to Video Game Play Results in Decreased Blood Pressure Responding. Media Psychology, 8(4), 323–341. https://doi.org/10.1207/s1532785xmep0804_1
Beetz, A., Uvnäs-Moberg, K., Julius, H., & Kotrschal, K. (2012). Psychosocial and psychophysiological effects of human-animal interactions: The possible role of oxytocin. Frontiers in Psychology, 3, 234. https://doi.org/10.3389/fpsyg.2012.00234
Beiter, R., Nash, R., McCrady, M., Rhoades, D., Linscomb, M., Clarahan, M., & Sammut, S. (2015). The prevalence and correlates of depression, anxiety, and stress in a sample of college students. Journal of Affective Disorders, 173, 90–96. https://doi.org/10.1016/j.jad.2014.10.054
Blanca, M. J., Alarcón, R., Arnau, J., Bono, R., & Bendayan, R. (2017). Non-normal data: Is ANOVA still a valid option? Psicothema, 29(4), 552–557. https://doi.org/10.7334/psicothema2016.383
Bratman, G. N., Anderson, C. B., Berman, M. G., Cochran, B., de Vries, S., Flanders, J., ... & Daily, G. C. (2019). Nature and mental health: An ecosystem service perspective. Science Advances, 5(7), eaax0903. https://doi.org/10.1126/sciadv.aax0903
Chevres-Pérez, Á., Rey-Bollentini, A., Reyes-Cariño, C. I., Hernández-Torres, J. M., Ortíz-Ortíz, Y. O., & Giraldo-Santiago, N. (2023). Rates and predictors of loneliness and generalized anxiety among Latinx college students in Puerto Rico. Revista de Salud y Conducta Humana, 14(1), 44–56. https://doi.org/10.13140/RG.2.2.22048.84487
Comeford, C. (2020). Coconuts, Custom-Play, and COVID-19: Social isolation, serious leisure, and personas in ‘Animal Crossing: New Horizons’. Persona Studies, 6(2), 101-117. https://doi.org/10.21153/psj2020vol6no2art970
Csikszentmihalyi M. (1975). Beyond Boredom and Anxiety. San Francisco, CA: Jossey-Bass Publishers. ISBN-0-7879-5140-4
Cuijpers, P., Karyotaki, E., Weitz, E., Andersson, G., Hollon, S. D., van Straten, A., & Ebert, D. D. (2016). The effects of psychotherapies for major depression in adults on remission, recovery and improvement: A meta-analysis. Journal of Affective Disorders, 202, 511–517. https://doi.org/10.1016/j.jad.2016.05.036
Desbordes, G., Gard, T., Hoge, E. A., Hölzel, B. K., Kerr, C., Lazar, S. W., ... & Vago, D. R. (2015). Moving beyond mindfulness: Defining equanimity as an outcome measure in meditation and contemplative research. Mindfulness, 6(2), 356–372. https://doi.org/10.1007/s12671-013-0269-8
Díaz-Pérez, B., Castillo-Reyes, I., Hernández-Torres, J. M., Ortiz-Ortiz, Y. O., Rey-Bollentini, A. I., & Reyes-Cariño, C. I. (2024). El impacto del COVID-19 en la salud mental del estudiantado de la Universidad de Puerto Rico: Explorando diferencias por sexo en el Recinto de Río Piedras. Psicologías, 7(1), 1–20. https://revistas.upr.edu/index.php/psicologias/article/view/21367
Dodge, D. (n.d.). The Definitive Guide to Video Game Genres and Game Types. CodaKid. https://codakid.com/video-game-genres/#1_Action_Games
Fish, M. T., Russoniello, C. V., & O’Brien, K. (2018). Zombies vs. anxiety: An augmentation study of prescribed video game play compared to medication in reducing anxiety symptoms. Simulation & Gaming, 49(5), 553-566. https://doi.org/10.1177/1046878118773126
Flett, J. A. M., Lie, C., Riordan, B. C., Thompson, L. M., Conner, T. S., & Tuckey, M. R. (2017). The effectiveness of colouring-in for reducing stress and improving mindfulness: A literature review. Art Therapy, 34(1), 42–46. https://doi.org/10.1080/07421656.2017.1277116
Glass, G. V., Peckham, P. D., & Sanders, J. R. (1972). Consequences of failure to meet assumptions underlying the fixed effects analyses of variance and covariance. Review of Educational Research, 42(3), 237–288. https://doi.org/10.3102/00346543042003237
Lumley, T., Diehr, P., Emerson, S., & Chen, L. (2002). The importance of the normality assumption in large public health data sets. Annual Review of Public Health, 23, 151–169. https://doi.org/10.1146/annurev.publhealth.23.100901.140546
Luque-Vilca, O. M., Bolívar-Espinoza, N., Achahui-Ugarte, V. E., & Gallegos-Ramos, J. R. (2022). Estrés académico en estudiantes universitarios frente a la educación virtual asociada al COVID-19. Puriq, 4, e200. https://doi.org/10.37073/puriq.4.1.200
Pan, Y., Cai, W., Cheng, Q., Dong, W., An, T., & Yan, J. (2015). Association between anxiety and hypertension: A systematic review and meta-analysis of epidemiological studies. Neuropsychiatric Disease and Treatment, 11, 1121–1130. https://doi.org/10.2147/NDT.S77742
Pacheco Castillo, J. (2017). Estrés académico de los estudiantes de Enfermería en una universidad privada de Puerto Rico y su asociación con el rendimiento académico [Tesis de maestría, Universidad Interamericana de Puerto Rico]. Repositorio Digital de la Universidad Interamericana. https://hdl.handle.net/10630/15903
Peifer, C., Schulz, A., Schächinger, H., Baumann, N., & Antoni, C. H. (2014). The relation of flow-experience and physiological arousal under stress—Can u shape it? Journal of Experimental Social Psychology, 53, 62–69. https://doi.org/10.1016/j.jesp.2014.01.009
Pascoe, M. C., Thompson, D. R., Jenkins, Z. M., & Ski, C. F. (2017). Mindfulness mediates the physiological markers of stress: Systematic review and meta-analysis. Journal of Psychiatric Research, 95, 156–178. https://doi.org/10.1016/j.jpsychires.2017.08.004
Pallavicini, F., & Pepe, A. (2020). Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study JMIR Serious Games. https://doi.org/10.2196/15635
Pallavicini, F., Pepe, A., & Mantovani, F. (2021). Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review. JMIR Mental Health, 8(8), e28150. https://doi.org/10.2196/28150
Pine, R., Fleming, T., McCallum, S., & Sutcliffe, K. (2020). The Effects of Casual Videogames on Anxiety, Depression, Stress, and Low Mood: A Systematic Review. Games for Health Journal, 9(4), 255–264. https://doi.org/10.1089/g4h.2019.0132
Reyes-Rodríguez, M. L., Rivera-Medina, C. L., Cámara-Fuentes, L., Suárez-Torres, A., & Bernal, G. (2012). Depression symptoms and stressful life events among college students in Puerto Rico. Journal of Affective Disorders, 136(3), 551–557. https://doi.org/10.1016/j.jad.2012.08.010
Robustelli, B. L., & Lautenschlager, G. J. (2014). Sample size planning for robust statistical tests: An illustration of statistical power. The Journal of General Psychology, 141(4), 260–281. http://dx.doi.org/10.1146/annurev.psych.59.103006.093735
Russoniello, C., & O’Brien, K. (2009). The effectiveness of casual video games in improving mood and decreasing stress. ResearchGate, Journal of Cyber Therapy and Rehabilitation.
Siervo, M., Sabatini, S., Fewtrell, M. S., & Wells, J. C. K. (2013). Acute effects of violent video-game playing on blood pressure and appetite perception in normal-weight young men: a randomized controlled trial. European Journal of Clinical Nutrition, 67(12), 1322–1324. https://doi.org/10.1038/ejcn.2013.180
Trifilio-Martínez, M. S., Torres-Marrero, E., Pagán-Torres, O. M., & Morales-Cruz, J. (2020). Terremotos y pandemia: Retos universitarios durante el año 2020. Revista de Salud y Conducta Humana, 7(1), 1–9. Available at: https://www.redalyc.org/journal/5705/570567711001/html/
Witte, M., Spruit, A., van Hooren, S., Moonen, X., & Stams, G. J. (2020). Effects of music interventions on stress-related outcomes: A systematic review and two meta-analyses. Health Psychology Review, 14(2), 294–324. https://doi.org/10.1080/17437199.2019.1627897
Zhu, L. (2020). The psychology behind video games during COVID‐19 pandemic: A case study of Animal Crossing: New Horizons. Human Behavior and Emerging Technologies, 3(1), 157-159. https://doi.org/10.1002/hbe2.221
Descargas
Publicado
Número
Sección
Licencia
Derechos de autor 2026 Salud y Conducta Humana

Esta obra está bajo una licencia internacional Creative Commons Atribución 4.0.