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Elena Shepeleva1, Ekaterina Valueva1,2, Evgeniya Gavrilova1
  • 1 Moscow State University of Psychology and Education, 29 Sretenka Str., Moscow, 127051, Russian Federation
  • 2 Institute of Psychology, Russian Academy of Sciences, 13 build. 1 Yaroslavskaya Str., Moscow, 129366, Russian Federation

The Impact of Arcade Video Games and Reading Popular Science Texts on Emotional States

2024. Vol. 21. No. 4. P. 690–709 [issue contents]

The article presents the results of an experimental study analyzing changes in emotional states during video gaming on a PC and reading texts from paper, as well as during transitions between these two activities. The study involved 62 students (mean age: 18.3 years, SD = 2.28; 82% female). Participants were divided into two groups: one group read texts first and then played a video game, while the other group played a video game first and then read texts. Participants' emotional states were assessed using a self-report questionnaire administered five times: before the experiment, after each 10- minute episode of video gaming, after each 10-minute episode of reading, and finally, at the end of the experiment. The results demonstrate that the intensity of negative and positive emotions, as well as anxiety, is higher during video gaming, while reading is characterized by a state of calmness. The findings further suggest that reading after playing a video game reduces positive emotions and increases calmness, whereas reading popular texts on its own does not significantly alter emotional states. Reading before playing a video game, however, decreases the intensity of positive emotions experienced during gameplay. Transitioning from gaming to reading leads to a reduction in the intensity of most emotions and an increase in calmness, while transitioning from reading to gaming results in a significant rise in emotional intensity. Emotional states change considerably when switching from one activity to another (i.e., from reading to gaming and vice versa) but remain stable for at least 20 minutes during a single activity. It is suggested that the changes in emotional states are not driven by the specific activities themselves but rather by the act of switching between activities. The results are interpreted within the framework of understanding emotions as a readiness to act. It is concluded that a short video game during breaks between academic work can serve as a form of emotional switching and relaxation.

Citation: Shepeleva E., Valueva E., Gavrilova E. (2024) Igrat' ili chitat'? Vliyanie videoigry arkadnogo zhanra i chteniya nauchno-populyarnykh tekstov na emotsional'noe sostoyanie [The Impact of Arcade Video Games and Reading Popular Science Texts on Emotional States]. Psychology. Journal of Higher School of Economics, vol. 21, no 4, pp. 690-709 (in Russian)
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