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本文引用的文献

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Brain Neurosci Adv. 2018 May 8;2:2398212818771822. doi: 10.1177/2398212818771822. eCollection 2018 Jan-Dec.
2
The Effects of Casual Videogames on Anxiety, Depression, Stress, and Low Mood: A Systematic Review.休闲电子游戏对焦虑、抑郁、压力和情绪低落的影响:系统评价。
Games Health J. 2020 Aug;9(4):255-264. doi: 10.1089/g4h.2019.0132. Epub 2020 Feb 13.
3
Impact of a Yoga and Meditation Intervention on Students' Stress and Anxiety Levels.瑜伽和冥想干预对学生压力和焦虑水平的影响。
Am J Pharm Educ. 2019 Jun;83(5):7001. doi: 10.5688/ajpe7001.
4
Efficacy of the Mindfulness Meditation Mobile App "Calm" to Reduce Stress Among College Students: Randomized Controlled Trial.正念冥想手机应用 "Calm" 对减少大学生压力的效果:随机对照试验。
JMIR Mhealth Uhealth. 2019 Jun 25;7(6):e14273. doi: 10.2196/14273.
5
Learning and memory under stress: implications for the classroom.压力下的学习与记忆:对课堂的启示
NPJ Sci Learn. 2016 Jun 29;1:16011. doi: 10.1038/npjscilearn.2016.11. eCollection 2016.
6
Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge.电子游戏中的沉浸感与心流:概念挑战的后续影响
Front Psychol. 2018 Sep 5;9:1682. doi: 10.3389/fpsyg.2018.01682. eCollection 2018.
7
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Neuroimage. 2018 Nov 1;181:301-313. doi: 10.1016/j.neuroimage.2018.07.013. Epub 2018 Jul 7.
8
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Front Psychol. 2018 Jan 30;9:56. doi: 10.3389/fpsyg.2018.00056. eCollection 2018.
9
Shinrin-Yoku (Forest Bathing) and Nature Therapy: A State-of-the-Art Review.森林浴与自然疗法:最新综述
Int J Environ Res Public Health. 2017 Jul 28;14(8):851. doi: 10.3390/ijerph14080851.
10
Searching for Affective and Cognitive Restoration: Examining the Restorative Effects of Casual Video Game Play.寻找情感和认知恢复:考察休闲视频游戏的恢复效果。
Hum Factors. 2017 Nov;59(7):1096-1107. doi: 10.1177/0018720817715360. Epub 2017 Jun 21.

玩休闲电子游戏对本科生的减压效果。

Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students.

作者信息

Desai Veeral, Gupta Arnav, Andersen Lucas, Ronnestrand Bailey, Wong Michael

机构信息

Bachelor of Health Sciences Program, McMaster University, Hamilton, Canada.

Faculty of Medicine, Queen's University, Kingston, Canada.

出版信息

Trends Psychol. 2021;29(3):563-579. doi: 10.1007/s43076-021-00062-6. Epub 2021 Mar 11.

DOI:10.1007/s43076-021-00062-6
PMID:40477391
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7952082/
Abstract

To assess the potential effectiveness of playing a simple, casual video game (Flower) in reducing stress relative to participating in a mindfulness-meditation session (body scan) among undergraduate students. Eighty undergraduate student participants (mean age = 19.46 years, = 1.43; gender: 48 females, 29 males, 3 preferred not to answer) were assigned to one of two groups in alternating order: one who played Flower and the comparison group who participated in a body scan, each lasting 20 min. Psychological and physiological stress measurements were made before and after each intervention. Self-perceived psychological stress was measured using a modified version of the nine-item Psychological Stress Measure (PSM-9), and physiological stress (heart rate, systolic and diastolic blood pressure) was measured using an electronic blood-pressure cuff. The results were analyzed with a 2 (measurement: pre, post) × 2 (intervention: video game, mindfulness-meditation) mixed model analysis of variance (ANOVA) for each of the four outcome measures. There was a statistically significant reduction (pre- to post-intervention) across all outcome measures. Notably, there was a significant measurement × intervention interaction ( < .001) for the psychological stress measure; participants in the mindfulness-meditation group reported greater stress reduction after the intervention than participants in the video game group. Although these results suggest mindfulness-meditation provides a slight advantage for stress reduction than casual video games, the similarity in reduction across all physiological measures between the two interventions nevertheless suggests casual video games may also be an effective medium. This finding is especially promising given casual video games' accessibility, ease of use, and popularity among students. These results may inform initiatives by colleges and universities to better support students during peak times of stress and especially during the current COVID-19 pandemic.

摘要

为评估玩一款简单的休闲电子游戏(《花》)相对于本科生参加正念冥想课程(身体扫描)在减轻压力方面的潜在效果。80名本科学生参与者(平均年龄 = 19.46岁,标准差 = 1.43;性别:48名女性,29名男性,3名选择不回答)被交替分配到两个组之一:一组玩《花》,另一组为参加身体扫描的对照组,每组持续20分钟。在每次干预前后进行心理和生理压力测量。使用九项心理压力量表(PSM - 9)的修改版测量自我感知的心理压力,使用电子血压袖带测量生理压力(心率、收缩压和舒张压)。对四项结果指标中的每一项,采用2(测量:干预前、干预后)×2(干预:电子游戏、正念冥想)混合方差分析(ANOVA)对结果进行分析。所有结果指标在干预前后均有统计学上的显著降低。值得注意的是,心理压力测量存在显著的测量×干预交互作用(p <.001);正念冥想组的参与者在干预后报告的压力减轻程度大于电子游戏组的参与者。尽管这些结果表明正念冥想在减轻压力方面比休闲电子游戏略有优势,但两种干预措施在所有生理指标上减轻程度的相似性仍表明休闲电子游戏也可能是一种有效的方式。鉴于休闲电子游戏的可及性、易用性以及在学生中的受欢迎程度,这一发现尤其有前景。这些结果可能为高校在压力高峰期,特别是在当前新冠疫情期间更好地支持学生的举措提供参考。