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Unexpected Study Disproves Common Thoughts: Playing violent video games can lower stress levels

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Regarding the effect of violent video games on stress hormones, researchers have discovered unexpected results in a ground-breaking study that was published in the scholarly journal Physiology & Behavior. The study casts doubt on the long-debated association between aggressive inclinations and violent video games by indicating that, contrary to popular assumption, some players may actually experience a reduction in stress hormones when playing violent video games.

Parents, educators, and legislators have been debating the controversial topic of violent video games for years. Previous studies have frequently shown that players of violent video games have increased levels of stress and hostility, raising questions about the games’ appropriateness for younger audiences. Deeply exploring the physiological and psychological impacts of violent video games, Gary L. Wagener, a PhD researcher at the University of Luxembourg and an avid gamer, led a recent study.

Wagener gave an explanation of his reasoning behind conducting the study, saying, “I found that the literature on the consequences of violent video games was largely inconsistent. I choose to look into the effects of violent video games on my own.”

54 male volunteers in the study were randomized to play a violent or non-violent chapter for 25 minutes from the well-known video game “Uncharted 4: A Thief’s End.” The impacts were measured using novel approaches, such as measuring testosterone and cortisol levels, evaluating personality traits, and measuring aggressive tendencies with the Implicit Association Test.

The results showed that neither group’s testosterone levels had changed significantly, which was unexpected. Surprisingly, cortisol levels dropped in the group that played the violent game, indicating that gamers may have become less stressed rather than more stressed.

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“Playing a violent video game had no effect on aggression whatsoever, even taking physiological effects and personality into account, but it provided even beneficial physiological effects,” Wagener said, emphasizing the surprise nature of the results.

Additionally, personality factors were investigated as potential moderators of the impacts of violent video games. A more marked reduction in cortisol was observed in participants with higher degrees of Machiavellianism, which is characterized by manipulation and self-interest. This implies that a person’s reaction to violent video games may depend on their unique personality qualities.

Wagener emphasized the study’s main finding, saying, “It is unclear whether playing violent video games is bad for players.” They may even help players relax, so they don’t always make players more aggressive.”

The study does, however, have certain shortcomings, such as its exclusive focus on male subjects. Wagener recognized this limitation and emphasized the necessity for greater sample sizes and more thorough research with female participants to offer a more full understanding of the intricate relationship between various personality types, physiological reactions, and video game content.

Wagener hopes to expand on his research by doing other studies on the consequences of violent video games in the future. For the time being, the study dispels myths and promotes a nuanced understanding of the connection between stress reactions and violent video games.

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