Aggressive and non-violent videogames: short-term psychological and cardiovascular effects on habitual players
Article first published online: 20 JUL 2004
Copyright © 2004 John Wiley & Sons, Ltd.
Stress and Health
Volume 20, Issue 4, pages 203–208, October 2004
How to Cite
Baldaro, B., Tuozzi, G., Codispoti, M., Montebarocci, O., Barbagli, F., Trombini, E. and Rossi, N. (2004), Aggressive and non-violent videogames: short-term psychological and cardiovascular effects on habitual players. Stress and Health, 20: 203–208. doi: 10.1002/smi.1015
- Issue published online: 20 SEP 2004
- Article first published online: 20 JUL 2004
- Manuscript Accepted: 19 APR 2004
- Manuscript Received: 12 MAY 2003
- blood pressure;
- heart rate;
The purpose of this study is to evaluate the short-term effects on several physiological (arterial pressure and heart rate) and psychological (anxiety and aggressiveness) indexes of playing violent and non-violent videogames in young adults. The study was carried out on a sample of 22 male participants. Subjects invited to participate in the study were recruited from a videogame leisure club. Before and during playing either a violent or non-violent computer game, blood pressure and heart rate were measured. Before and after the game session, the subjects completed the State-Anxiety Inventory-Y (STAI-Y) and the Buss–Durkee Hostility Inventory. The results of the study showed a range of short-term effects of playing violent and non-violent videogames on arterial pressure and on the state anxiety of subjects, but not on hostility measurements. More specifically, the group that played the violent videogames showed a significant increase in the state anxiety score at the end of the game, as compared to the pre-game self-evaluation, and an increase in the systolic blood pressure while the subjects were playing as compared to pre- and post-game values. A decrease in diastolic blood pressure after playing any game was also found. Copyright © 2004 John Wiley & Sons, Ltd.