Study Discovers that Playing Violent Video Games Reduces Stress Hormones




 In an unforeseen twist concerning the protracted discourse on the contentious matter of video game violence, a recent investigation proposes that engaging in violent video games might, paradoxically, diminish stress hormone levels in specific players. Contrary to prevailing opinions, the study identifies no escalation in propensities for aggression, indicating a more intricate connection between video game content and player reactions than previously perceived. These revelations have been disseminated in the scientific periodical, Physiology & Behavior.


The enduring debate over the impact of violent video games on behavior has been characterized by conflicting perspectives. Earlier studies often suggested a potential surge in aggression and stress among enthusiasts of these games. This belief has spurred continuous deliberations among guardians, educators, and policymakers concerning the appropriateness of such games for youthful audiences. Driven by these dialogues and incongruities in prior discoveries, researchers undertook a fresh inquiry to thoroughly explore the physiological and psychological consequences of violent video games.


"I harbor a personal interest in this subject due to my own inclination as a gamer. From my formative years, I've been captivated by video games and the realms they create. My engagement stems from the enjoyment of the gaming experience, the thrill of competition, relishing compelling narratives, and using it as a means to alleviate the stress of everyday life," expressed Gary L. Wagener, the lead researcher and a doctoral candidate at the University of Luxembourg.


Wagener continued, "Upon embarking on my psychology studies, my focus shifted towards research, particularly delving into the effects of video games. I discerned substantial incongruities in the research on the impact of violent video games. Some asserted an escalation in aggressive behavior, while others contradicted this notion. Dissatisfied with the media portrayal that failed to capture this ongoing debate, I resolved to scrutinize the effects of violent video games myself."


The study enlisted 54 male participants drawn from various channels, including university mailing lists, social media, and promotional posters. Each participant was randomly assigned to experience either a violent or non-violent segment from the acclaimed video game "Uncharted 4: A Thief's End" for a duration of 25 minutes.


To quantify the effects of gaming, the researchers employed innovative methodologies. They evaluated participants' cortisol (a stress hormone) and testosterone levels, both before and after gaming, utilizing saliva samples. Additionally, to assess personality traits, participants completed surveys appraising the "Dark Tetrad" - Machiavellianism, psychopathy, narcissism, and everyday sadism. Furthermore, an Implicit Association Test (IAT) gauged aggressive tendencies.


The outcomes defied expectations. In contrast to prevailing studies, no substantial shift in testosterone levels was observed in either group. Remarkably, cortisol levels decreased in the cohort playing the violent game, implying a potential relaxation effect rather than heightened stress.


Moreover, utilizing the Implicit Association Test, the investigation explored aggressive cognition, revealing no noteworthy disparity between the violent game players and their non-violent counterparts. This suggests that transient exposure to video game violence might not exert as much influence on an individual's aggressive thoughts or inclinations as previous research implied.


Wagener shared insights, stating, "Our primary objective was to investigate if playing violent video games amplifies aggression, a hypothesis rooted in previous literature. We surmised that discrepancies in earlier research might stem from overlooking factors such as player personality and physiological effects. What proved unexpected was the absence of any effect on aggression from playing a violent video game, even when considering physiological effects and personality. Instead, there were potentially beneficial physiological effects."


The personality trait of Machiavellianism, characterized by manipulation and self-interest, emerged as a moderating factor. Participants exhibiting higher Machiavellianism levels displayed a more pronounced cortisol reduction when engaging in the violent game. This underscores the notion that responses to violent video games may fluctuate based on individual personality traits. Conversely, other Dark Tetrad traits, including sadism, psychopathy, and narcissism, did not exhibit significant moderating effects.


Wagener conveyed a takeaway message, stating, "The average individual should glean from this study that there isn't a definitive indication that violent video games are detrimental. They do not necessarily heighten aggression but may even yield positive, relaxing effects for players."


However, the study acknowledges certain limitations. Wagener clarified, "Our findings can only be generalized to the specific video game we selected. Nonetheless, in our Media and Experimental Lab at the University of Luxembourg, we persist in this research, utilizing diverse materials in our experiments to eventually extrapolate these findings more broadly within the medium."


Another constraint pertains to the exclusive focus on male participants. This deliberate restriction aimed to minimize variability and control factors like menstrual cycles and oral contraceptives that could influence hormonal levels. Nevertheless, this choice leaves unanswered questions regarding how women might respond to violent video games.


Looking ahead, the researchers advocate for more extensive studies, encompassing female participants and larger sample sizes. Such endeavors would furnish a more intricate comprehension of the intricate interplay between video game content, physiological and cognitive responses, and diverse personality types.


Wagener concluded optimistically, "This study marks a preliminary exploration into the effects of violent video games, constituting part of my ongoing PhD studies at the University of Luxembourg. Anticipate more intriguing findings as we delve further into this research in the future."


The study, titled "Games, hormones, and 'dark' personalities: Dark tetrad and the effects of violent gaming on aggression, cortisol, and testosterone," was collaboratively authored by Gary L. Wagener, André Schulz, and André Melzer.







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