Comparative psychobiological measures between Puerto Rican players of virtual reality and flatscreen video games
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Torres Lebrón, Andrea P.
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Video games have emerged as a tool for stress reduction, mood improvement, and mental health support; however, questions remain about the level of immersion offered by the medium moderates these effects. This study examined whether virtual reality (VR) gaming produces distinct psychobiological stress responses and emotional experiences compared to flatscreen gaming in Puerto Rican university students. The study hypothesized that VR would elicit stronger physiological arousal, greater mood activation, and a richer post-gameplay emotional profile than flatscreen. An experimental within-between-groups design was used with 40
participants randomly assigned to a flatscreen (n = 20) or VR (n = 20) condition. Participants
played the game Warplanes for 30 minutes. Anxiety (GAD-7), perceived stress (PSS), and mood
(BMIS) were assessed before and after gameplay. Physiological measures, including skin
conductance, heart rate, heart rate variability (HRV, estimated as RMSSD), and blood pressure,
were recorded across baseline, gameplay, and recovery phases. Post-gameplay emotional
experience was assessed using a mix of the Multidimensional Emotional Experience After
Playing Scale (MDES). Both groups showed significant increases in anxiety, F(1, 38) = 13.40, p
< .001, η²p = .261, and perceived stress, F(1, 38) = 6.85, p = .013, η²p = .153, with no between-
group differences, Heart rate increased significantly across both conditions, F(1.46, 55.60) =
94.83, p < .001, η²p = .714. and skin conductance decreased over time, F(1.43, 54.32) = 7.91, p =
.003, η²p = .172, again with no group differences. Critically, the VR group demonstrated
significantly higher HRV throughout the session compared to the flatscreen group, F(1, 38) =
6.71, p = .014, η²p = .150, indicating superior parasympathetic regulation despite equivalent
sympathetic activation. Blood pressure was unaffected in both conditions. Exploratory analyses
of the MDES/BASS revealed trends toward greater positive and self-transcendent emotions in the VR group, with the flatscreen group reporting significantly greater boredom (t(38) = 2.87, p = .007, d = 0.91). Findings suggest that VR and flatscreen gaming produce equivalent levels of psychophysiological stress activation but differ meaningfully in autonomic regulation of quality and emotional experience, consistent with a polyvagal account of engaged safety, indicating that game content rather than modality drove the primary stress response
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