ArticleTrends in psychology2021
Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students.
Article in Trends in psychology, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 14 papers.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
14 citing papers in PubMed.
- Examining the Association Between Internet Use and Perceived Stress in Adults: Longitudinal Observational Study Combining Web Tracking Data With Questionnaires.Journal of medical Internet research · 2026Observational
- Prevalence and Characteristics of Female and Male Esports Players among Norwegian Youth: A General Population Study.International journal of environmental research and public health · 2024Article
- Review
- Two Sides of the Same Virtual Coin: Investigating Psychosocial Effects of Video Game Play, including Stress Relief Motivations as a Gateway to Problematic Video Game Usage.Healthcare (Basel, Switzerland) · 2024Article
- A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study.JMIR serious games · 2024Article
- Altered Heart Rate Variability During Mobile Game Playing and Watching Self-Mobile Gaming in Individuals with Problematic Mobile Game Use: Implications for Cardiac Health.Psychology research and behavior management · 2024Article
- Acceptability, engagement, and preliminary efficacy of a college human physiology course with integrated mindfulness practice to support student wellbeing.Frontiers in psychology · 2024Article
- Putting the Gaming Experience at the Center of the Therapy-The Video Game TherapyHealthcare (Basel, Switzerland) · 2023Article
- Habitual Videogame Playing Does Not Compromise Subjective Sleep Quality and Is Associated with Improved Daytime Functioning.Brain sciences · 2023Article
- Commentary: Video games and stress: how stress appraisals and game content affect cardiovascular and emotion outcomes.Frontiers in psychology · 2023Article
- Advances and challenges in the detection of academic stress and anxiety in the classroom: A literature review and recommendations.Education and information technologies · 2023Article
- Article
- The impacts of academic stress on college students' problematic smartphone use and Internet gaming disorder under the background of neijuan: Hierarchical regressions with mediational analysis on escape and coping motives.Frontiers in psychiatry · 2022Article
- Stress-Relieving Video Game and Its Effects: A POMS Case Study.Computational intelligence and neuroscience · 2022Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
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,
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.