The Effects of Video Gaming with a Brain-Computer Interface on Mood and Stress

Researcher Information

Francisco Javier Carrera Arias

Project Type

Event

Start Date

7-4-2017 12:00 AM

End Date

7-4-2017 12:00 AM

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The Effects of Video Gaming with a Brain-Computer Interface on Mood and Stress

Previous research has shown that video game playing can alter psychological processing. Noninvasive, but cognitively challenging, video games (e.g. Tetris) have been shown to reduce intrusive memories following a traumatic event. This application has been thought of as a “cognitive vaccine” wherein the limited processing resources following a traumatic event are redistributed to the video game task. Emerging video game apparatuses include brain-computer interfaces (BCI’s) where scalp-recorded electroencephalographic (EEG) data are used to control different aspects of the game. It is possible that BCI-driven video games can serve as a useful addition to video game “cognitive vaccine” treatment following emotional events. However, the extent to which BCI itself alters stress and mood is currently uncertain. In order to address this uncertainty, we assessed mood changes (Profile of Mood States, POMS) and stress (Perceived Stress Scale) in a BCI group relative to a control (keyboard and mouse) group using a first person shooter video game. Results revealed that, relative to the control condition, the BCI group reported greater total mood disturbances (F (1, 43) = 6.02, p = 0.018). Subdomains of mood disturbance showed that the BCI condition resulted in significantly increased fatigue (F(1,43) = 9.89, p = 0.003) and that the control condition showed significantly higher vigor (F(1, 43) = 6.09, p = 0.018). There were no significant group differences on perceived stress (p > 0.05). These results suggest that the use of BCI might interfere with a potential therapeutic advantage of video games following traumatic experiences.