Study:
Casual Video
Games
Demonstrate
Ability to
Relieve
Stress,
Improve
Mood:
Potential
Clinical
Significance
Highlighted
First-of-Its-Kind
6-month
Research
Project
Establishes
Effects of
Puzzle and
Word Games
on the Human
Body and
Mind
GREENVILLE,
NC and
SEATTLE, WA
– April 28,
2008 — East
Carolina
University’s
Department
of
Recreation
and Leisure
Studies
today
revealed the
results of a
six-month
long,
randomized,
controlled
study that
measured the
stress-relieving
and other
mood-lifting
effects of
so-called
“casual”
video games.
The three
puzzle and
word games
used in the
study,
Bejeweled®
2, Peggle™
and
Bookworm™
Adventures,
are all made
by PopCap
Games, the
leading
developer
and
publisher of
casual video
games. (PopCap
underwrote
the study
and provided
copies of
the games
for research
purposes.)
The
hypotheses
were tested
using
state-of-the-art
technologies
and
methodologies
to measure
heart-rate
variability
(HRV),
electroencephalography
(EEG) and
subjects’
mood states
pre- and
post-activity
(POMS). The
study
yielded
significant
findings in
several
areas while
identifying
potential
therapeutic
applications
of casual
games as a
means of
addressing
serious
mental and
physical
disorders.
Due to the
significance
of the
findings and
their
implications
in health
promotion,
disease
prevention
and
treatment,
East
Carolina
University’s
Psychophysiology
Lab is
planning to
start
clinical
trials in
the fall to
determine
the efficacy
of these
games and
their
prescriptive
parameters.
In all
cases, the
changes in
stress
levels and
mood were
measured in
comparison
to a control
group that
experienced
a Web-based
activity
similar in
physical and
mental
nature to
the
game-playing
groups. Full
results of
the study
will be
presented at
the Games
for Health
Conference
in
Baltimore,
Maryland on
May 8, 2008
by the
director of
the study,
Dr. Carmen
Russoniello,
associate
professor of
recreational
therapy and
director of
the
Psychophysiology
Lab and
Biofeedback
Clinic at
ECU’s
College of
Health and
Human
Performance.
The study
results will
also be
published in
a
peer-reviewed
journal
later this
year.
High-level
findings of
the study
are provided
below.
Additional
data,
including
detailed
charts, can
be found at
www.ecu.edu/biofeedback.
“I’ve
conducted
many
clinical
studies in
the area of
recreational
therapy in
the past,
but this was
the first
one seeking
to determine
the
potential
therapeutic
value of
video
games,”
stated Dr.
Russoniello.
“The results
of this
study are
impressive
and
intriguing,
given the
extent of
the effects
of the games
on subjects’
stress
levels and
overall
mood. When
coupled with
the very
high degree
of
confidence
we have in
those
results
based on the
methodology
and
technologies
used, I
believe
there is a
wide range
of
therapeutic
applications
of casual
games in
mood-related
disorders
such as
depression
and in
stress-related
disorders
including
diabetes and
cardiovascular
disease.
Granted,
this study
was a first
step and
much more
needs to be
done before
video games
can be
prescribed
to treat
medical
conditions.
However,
these
exciting
results
confirm
anecdotal
evidence
that people
are playing
casual video
games to
improve
their mood
and decrease
their
stress, and
herald
casual
games’
potential in
health
promotion,
disease
prevention,
and
treatment of
stress- and
mood-related
disorders.”
Stress
Relief
With respect
to stress
relief,
measured
primarily
through HRV
which
captures
sympathetic
(fight or
flight) and
para-sympathetic
(relaxation)
nervous
system
activity by
assessing
the
variability
in the
heart’s
“beat-to-beat”
interval,
Bejeweled
was found to
reduce
physical
stress
activity by
54% compared
to the
control
group. There
was no
statistical
difference
between male
and female
subjects.
Peggle and
Bookworm
Adventures
did not
reduce
subjects’
physical
stress
levels
significantly
but did
affect
psychological
tension,
depression
and other
aspects of
mood, in
some cases
dramatically
(see below).
Changes in
Aspects of
Mood
Mood was
measured in
six
different
categories:
Psychological
Tension,
Anger,
Depression,
Vigor,
Fatigue and
Confusion.
Cumulatively,
these six
aspects of
mood are
called
“total mood
disturbance,”
with a
decrease in
total mood
disturbance
being a
positive
change in
mood. In
terms of
total mood
disturbance,
Peggle had
the greatest
effect,
improving
mood by 573%
across all
study
subjects
compared to
the control
group (which
saw a modest
improvement
in mood).
Bejeweled 2
(435%) and
Bookworm
Adventures
(303%) also
had
significant
positive
effects on
subjects’
overall
mood.
Interestingly,
among those
subjects who
played
Bejeweled 2,
male
subjects
showed a 10%
greater
increase in
total mood
than female
subjects,
while
females who
played
Peggle
experienced
a 40%
greater
improvement
in mood than
males who
played that
game. “It’s
not
surprising
that Peggle
had the
greatest
effect on
overall
mood, given
the game’s
over-the-top
celebration
of players’
success each
time they
complete a
level,”
noted Dr.
Russoniello.
“The other
games also
provide
positive
feedback to
players, but
not to the
same extent
or in the
same
‘exhilarating’
fashion.”
Data from
electroencephalography
(EEG)
supports the
study’s
hypotheses
and confirms
the
participant’s
psychological
assessment (POMS).
All three
PopCap®
games
increased
mood but in
different
ways. Peggle
significantly
increased
positive
approach/engage
brain
activity,
especially
in females –
who
accounted
for 97% of
the positive
change.
Bejeweled 2
significantly
decreased
brain
activity
associated
with
avoid/withdrawal
activity.
Males had a
significant
(191%)
decrease
when
compared to
females and
significantly
differed
from the
control
group.
Bookworm
Adventures
had the
greatest
impact on
left brain -
right brain
synchrony
(421%
increase).
Males had a
214% greater
increase in
mood after
playing
Bejeweled
and a 78%
increase in
mood after
playing
Bookworm
Adventures,
compared to
females. Age
was an
important
factor as
well. Those
subjects
under the
age of 25
had a 156%
increase in
left brain
alpha,
indicating a
substantial
decrease in
avoid/withdrawal
brain
activity
when
compared to
those
subjects age
25 and
older. In
addition
subjects
under 25 had
a
significant
increase in
right brain
activity
(318%)
indicating
that they
also had an
increase in
approach/engage
brain
activity. On
the other
hand, those
subjects age
25 and older
experienced
an 891%
increase in
right/left
brain
synchrony
indicating a
greater
mental
relaxation
state.
(Additional
break-outs
of the study
data by
gender and
age are
available
online.)
Psychological
Tension
Peggle had
the greatest
effect on
psychological
tension,
with study
subjects who
played that
game
averaging a
66%
reduction
compared to
36%
reduction
among those
who played
Bejeweled 2
and 24%
reduction
among
players of
Bookworm
Adventures.
Specifically
with respect
to Peggle,
female
subjects
accounted
for two
thirds of
the overall
reduction in
tension
after
playing that
game.
Anger
Bejeweled 2
and Peggle
had
similarly
positive
effects on
subjects’
anger
levels,
reducing
anger by 65%
and 63%,
respectively.
Bookworm
Adventures
had a more
modest
effect,
reducing
anger by
33%. Among
female
subjects,
Peggle
produced the
greatest
anger
reduction,
86%. Men
experienced
the greatest
reduction of
anger while
playing
Bejeweled 2
(63%).
“Peggle may
have reduced
anger more
effectively
in women due
to its
light-hearted
characters
and somewhat
cartoony
presentation
featuring
unicorns and
rainbows,”
Dr.
Russoniello
conjectured.
“For men,
it’s likely
the nature
of this game
– Bejeweled
2 encourages
focus,
introspection
and calmness
– which
facilitated
a release of
anger-oriented
feelings
like certain
other
therapeutic
activities
such as
art.”
Depression
All three
games had
similar
effects on
depression,
reducing
subjects’
depressions
levels by
45% (Peggle),
43%
(Bookworm
Adventures)
and 37%
(Bejeweled
2). Among
men,
however,
Bookworm
Adventures
had the
greatest
depression-reducing
effect, with
male
subjects
accounting
for 98% of
depression
reduction,
on average,
when playing
that game.
“All three
games, but
particularly
Peggle,
should be
used in more
focused
trials with
a group of
clinically
depressed
subjects, to
gauge the
effects,”
suggested
Dr.
Russoniello.
“If these
games can
reduce
depression
this
significantly
among a
population
of people
who are not
diagnosed
with
depression,
the
potential
for
positively
affecting
the mental
state of
someone who
is in fact
depressed is
very
significant.”
Vigor
Vigor is the
only
positive
variable
reflected in
the POMS and
represents a
state of
increased
mental
energy.
Bejeweled 2
increased
vigor by an
average of
210% among
subjects who
played that
game.
Bookworm
(10%) and
Peggle (24%)
had modest
affects on
subjects’
vigor
levels.
Among
players of
Bejeweled 2,
females
accounted
for 59% of
the overall
increase in
vigor.
Fatigue
Peggle had
the most
significant
impact on
fatigue,
reducing it
by an
average of
61% among
subjects who
played that
game.
Bejeweled 2
(49%) and
Bookworm
Adventures
(33%) also
reduced
fatigue.
Peggle was
nearly
equally
effective at
reducing
fatigue
among male
(52%) and
female (48%)
subjects.
Confusion
Compared to
the control
group
surfing the
Web for
articles
(which
collectively
experienced
a modest
decrease in
confusion),
all three
games
reduced
confusion
dramatically,
suggesting
that the
rules,
objectives
and input
controls for
the game
were very
clearly
understood
by the
subjects.
Subjects
playing
Peggle saw
confusion
drop by an
average of
486%, while
those
playing
Bookworm
Adventures
(462%) and
Bejeweled 2
(426%) also
experienced
sizable
reductions
in
confusion.
“These
findings are
especially
intriguing
as they
present the
possibility
that casual
games may be
useful in
ameliorating
conditions
such as
attention
deficit
disorder,
memory loss
and general
confusion
attributed
to dementia
and
Alzheimer’s
disease,”
said Dr.
Russoniello.
Study
Methodology
The study
was
conducted
between
October 2007
and April
2008 and
included a
total of 134
subjects.
Thirty-one
subjects
served as
members of
the control
group,
tasked with
surfing the
Internet
looking for
journal
articles.
The
experimental
groups
consisted of
31 subjects
who played
Bejeweled 2,
29 subjects
who played
Bookworm
Adventures,
and 36
subjects who
played
Peggle. The
study
included the
collection
of physical
data (based
on Heart
Rate
Variability
(HRV)
measurements)
and
psychological
data (based
on POMS (a
profile of
mood states
pre- and
post-
activity)
and
electroencephalography
(EEG)
measurements)
during a
5-minute
baseline
period and
15 minutes
of game
playing or
(in the case
of the
control
group)
Internet
surfing.
About PopCap
PopCap Games
(www.popcap.com)
is the
leading
multi-platform
provider of
“casual
games” —
fun,
easy-to-learn,
captivating
computer
games that
appeal to
everyone
from age 6
to 106.
Based in
Seattle,
Washington,
PopCap was
founded in
2000 and has
a worldwide
staff of
over 180
people in
Seattle, San
Francisco,
Chicago,
Vancouver,
B.C. and
Dublin. Its
games have
been
downloaded
more than 1
billion
times by
consumers
worldwide,
and its
flagship
title,
Bejeweled®,
has sold
more than 10
million
units across
all
platforms.
Constantly
acclaimed by
consumers
and critics,
PopCap’s
games are
played on
the Web,
desktop
computers,
myriad
mobile
devices
(cell
phones,
smartphones,
PDAs, Pocket
PCs, iPod
and more),
popular game
consoles
(such as
Xbox), and
in-flight
entertainment
systems.
PopCap is
the only
casual games
developer
with leading
market share
across all
major sales
channels,
including
Web portals,
retail
stores,
mobile
phones and
MP3 players,
and game
device
manufacturers.