Game on: comparing stress reduction effects between emoWELL serious game and computer solitaire in emerging adulthood

• The serious game intervention reduced objective and subjective stress levels. • Emotion dysregulation moderates the impact of serious games on perceived stress. • Participants reported perceived benefits differing by the type of game played. • Findings highlight the complementary roles of serious and commercial games. Emerging adulthood is often characterized by high stress levels due to instability in various life roles. The present study compares outcomes between a serious game area specifically designed for stress management and a conservative commercial off-the-shelf (COTS) approach, assessing both objective (heart coherence) and subjective (perceived stress) measures. Findings indicate that participants in the serious game group experienced significant improvements in heart coherence, with 43.3% showing reliable increases compared to 24% in the COTS group. Additionally, 36.7% of participants in the serious game group reported reductions in perceived stress, while only 8% in the COTS group did so. The moderation analysis revealed that individuals with higher emotion dysregulation experienced more pronounced benefits from the serious game. Feedback from participants highlighted various psychological benefits associated with the serious game, while COTS games were primarily viewed as tools for distraction and training executive functions. These results underscore the potential of serious games to enhance stress management strategies, especially for those struggling with emotion dysregulation. Both serious and COTS games can play complementary roles in stress management.

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Publication Details

Journal
Entertainment Computing
Published
2025-12-31
DOI
https://doi.org/10.1016/j.entcom.2025.101075
Primary Topic
Digital Mental Health Interventions
Type
article
Field-Weighted Citation Impact
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article

Game on: comparing stress reduction effects between emoWELL serious game and computer solitaire in emerging adulthood

H.A. Sánchez-Sánchez, S. Valero-Moreno, I. Blasko-Ochoa, J.A. Gil-Gómez et al.
Entertainment Computing
Digital Mental Health Interventions
article

Game on: comparing stress reduction effects between emoWELL serious game and computer solitaire in emerging adulthood

H.A. Sánchez-Sánchez, S. Valero-Moreno, I. Blasko-Ochoa, J.A. Gil-Gómez, S. Velert-Jiménez, I. Montoya-Castilla
article en

Abstract

• The serious game intervention reduced objective and subjective stress levels. • Emotion dysregulation moderates the impact of serious games on perceived stress. • Participants reported perceived benefits differing by the type of game played. • Findings highlight the complementary roles of serious and commercial games. Emerging adulthood is often characterized by high stress levels due to instability in various life roles. The present study compares outcomes between a serious game area specifically designed for stress management and a conservative commercial off-the-shelf (COTS) approach, assessing both objective (heart coherence) and subjective (perceived stress) measures. Findings indicate that participants in the serious game group experienced significant improvements in heart coherence, with 43.3% showing reliable increases compared to 24% in the COTS group. Additionally, 36.7% of participants in the serious game group reported reductions in perceived stress, while only 8% in the COTS group did so. The moderation analysis revealed that individuals with higher emotion dysregulation experienced more pronounced benefits from the serious game. Feedback from participants highlighted various psychological benefits associated with the serious game, while COTS games were primarily viewed as tools for distraction and training executive functions. These results underscore the potential of serious games to enhance stress management strategies, especially for those struggling with emotion dysregulation. Both serious and COTS games can play complementary roles in stress management.

Entertainment ComputingVol. 56
Universitat de València (ES), Departamento de Salud (ES), Universitat Politècnica de València (ES)
Openalex Percentile: Top 29%
Digital Mental Health Interventions
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Game on: comparing stress reduction effects between emoWELL serious game and computer solitaire in emerging adulthood — H.A. Sánchez-Sánchez, S. Valero-Moreno, et al. · Entertainment Computing (2025) | TGRS Research Map | TGRS