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Abstract(s)
Atualmente, a utilização de videojogos transcende a esfera do entretenimento e tem vindo a assumir uma posição de destaque no campo da saúde. Neste contexto, uma hipótese levantada é de que determinados videojogos podem ter impacto na regulação da ansiedade dos jogadores. Para avaliar esse efeito foram administrados três videojogos distintos, dois deles já tendo sido objeto de investigações anteriores na literatura (Bejeweled 2 e Tetris), enquanto um terceiro, chamado Energy, é apresentado como novidade. Para esta estudo, foi desenvolvido um protocolo baseado no Trier Social Stress Test, com o objetivo de induzir stress nos participantes para observar o impacto dos três jogos, utilizando para tal uma medida de autorrelato de stress percebido e uma medida objetiva de frequência cardíaca. De acordo com os resultados da medida de autorrelato, o jogo Energy tem um impacto significativo no nível de ansiedade dos participantes. Já na alteração da frequência cardíaca, esta não apresentou diferenças significativas durante a tarefa indutora de stress e o jogo teste. As medidas de autorrelato registadas através do STAY-Y1 e STAY-Y2 em fase pré-laboratorial não apresentaram significância estatística. Conclui-se que os participantes relatam diminuição da ansiedade ao jogar o jogo teste, mas que o mesmo não se verifica nos dados fisiológicos referentes à alteração da frequência cardíaca. A diminuição de ansiedade percebida não se revelou influenciada ou prevista pela ansiedade traço ou estado dos participantes.
Currently, the use of video games transcends the realm of entertainment and has been assuming a prominent position in the field of health. In this context, a hypothesis has been raised that certain video games may impact players' anxiety regulation. To assess this effect, three distinct video games were administered, two of which had previously been the subject of investigations in the literature (Bejeweled 2 and Tetris), while a third one, called Energy, was introduced as a novelty. For this study, a protocol based on the Trier Social Stress Test was developed with the aim of inducing stress in participants to observe the impact of the three games, using both a self-report measure of perceived stress and an objective measure of heart rate. According to the results of the self-report measure, the game Energy has a significant impact on participants' anxiety levels. However, in terms of heart rate change, there were no significant differences during the stress-inducing task and the test game. The self-report measures recorded using STAY-Y1 and STAY-Y2 in the pre-laboratory phase did not show statistical significance. It can be concluded that participants report a reduction in perceived anxiety when playing the test game, but this does not manifest in the physiological data concerning heart rate changes. The decrease in perceived anxiety was not found to be influenced or predicted by participants' trait or state anxiety.
Currently, the use of video games transcends the realm of entertainment and has been assuming a prominent position in the field of health. In this context, a hypothesis has been raised that certain video games may impact players' anxiety regulation. To assess this effect, three distinct video games were administered, two of which had previously been the subject of investigations in the literature (Bejeweled 2 and Tetris), while a third one, called Energy, was introduced as a novelty. For this study, a protocol based on the Trier Social Stress Test was developed with the aim of inducing stress in participants to observe the impact of the three games, using both a self-report measure of perceived stress and an objective measure of heart rate. According to the results of the self-report measure, the game Energy has a significant impact on participants' anxiety levels. However, in terms of heart rate change, there were no significant differences during the stress-inducing task and the test game. The self-report measures recorded using STAY-Y1 and STAY-Y2 in the pre-laboratory phase did not show statistical significance. It can be concluded that participants report a reduction in perceived anxiety when playing the test game, but this does not manifest in the physiological data concerning heart rate changes. The decrease in perceived anxiety was not found to be influenced or predicted by participants' trait or state anxiety.
Description
Keywords
Videojogos TSST Ansiedade percebida Stress Jogo Energy Video games Perceived anxiety Energy game