scholarly journals Digital Games vs Mindfulness Apps: Which is More Effective for Post-Work Recovery? (Preprint)

2018 ◽  
Author(s):  
Emily Collins ◽  
Anna Cox ◽  
Caroline Wilcock ◽  
Geraint Sethu-Jones

BACKGROUND Post-work recovery is essential for the dissipation of work stress, and consequently wellbeing. Evidence suggests that activities that are immersive, active and engaging are especially effective at promoting recovery. Previous research has suggested that playing digital games might be effective in promoting recovery, but little is known about how they compare to other popular mobile activities, such as mindfulness apps, which are specifically designed to support wellbeing. OBJECTIVE This research aimed to investigate and compare the effectiveness of a digital game and a mindfulness app in promoting post-work recovery, first in a lab setting and then in a field study. METHODS Study 1 was a lab experiment (n=45) in which participants’ need for recovery was induced by a work task, before undertaking one of three break tasks: a digital game (Block! Hexa Puzzle), a mindfulness app (Headspace) or a non-media control with a fidget spinner (a physical toy). Recovery in the form of how energised participants felt (energetic arousal) was compared before and after the break task, and how recovered participants felt (recovery experience) was compared across the conditions. Study 2 was a field study with working professionals (n=20), for which participants either played the digital game or used the mindfulness app once arriving home from work over a period of five working days. Measures of energetic and tense arousal were taken before and after the task, and recovery experience was measured after the task, along with measures of enjoyment and job strain. RESULTS A 3x2 mixed ANOVA identified that the digital game condition increased energetic arousal (indicative of improved recovery) whereas the other two conditions decreased energetic arousal (F2,42=3.76, p<.05). However, there were no differences between the conditions in Recovery Experience (F2,42=.01, p=.99). In Study 2, a multi-level model comparison approach identified that neither intervention nor day of the week had a significant impact on how energised participants felt. However, for those in the digital game condition, daily recovery experience increased during the course of the study, whereas for those in the mindfulness condition it decreased (F1,20=2.1489, p<0.01). Follow up interviews with participants identified three core themes: Detachment and Restoration, Fluctuations and Differences, and finally, Routine and Scheduling. These suggested that the activities differed in how much they allowed individuals to detach from work, but there were also differences across days and participants, and in some ways, the benefit of the activities came from simply having an enforced routine. CONCLUSIONS This work suggests that digital games may be effective in promoting post-work recovery in lab contexts, even without a high need for recovery (Study 1) and in the real world, although the effect in this case may be accumulative rather than instant (Study 2).

10.2196/12853 ◽  
2019 ◽  
Vol 6 (7) ◽  
pp. e12853 ◽  
Author(s):  
Emily Collins ◽  
Anna Cox ◽  
Caroline Wilcock ◽  
Geraint Sethu-Jones

Background Engagement in activities that promote the dissipation of work stress is essential for post work recovery and consequently for well-being. Previous research suggests that activities that are immersive, active, and engaging are especially effective at promoting recovery. Therefore, digital games may be able to promote recovery, but little is known about how they compare with other popular mobile activities, such as mindfulness apps that are specifically designed to support well-being. Objective The aim of this study was to investigate and compare the effectiveness of a digital game and mindfulness app in promoting post work recovery, first in a laboratory setting and then in a field study. Methods Study 1 was a laboratory experiment (n=45) in which participants’ need for recovery was induced by a work task, before undertaking 1 of 3 interventions: a digital game (Block! Hexa Puzzle), a mindfulness app (Headspace), or a nonmedia control with a fidget spinner (a physical toy). Recovery in the form of how energized participants felt (energetic arousal) was compared before and after the intervention and how recovered participants felt (recovery experience) was compared across the conditions. Study 2 was a field study with working professionals (n=20), for which participants either played the digital game or used the mindfulness app once they arrived home after work for a period of 5 working days. Measures of energetic arousal were taken before and after the intervention, and the recovery experience was measured after the intervention along with measures of enjoyment and job strain. Results A 3×2 mixed analysis of variance identified that, in study 1, the digital game condition increased energetic arousal (indicative of improved recovery) whereas the other 2 conditions decreased energetic arousal (F2,42=3.76; P=.03). However, there were no differences between the conditions in recovery experience (F2,42=.01; P=.99). In study 2, multilevel model comparisons identified that neither the intervention nor day of the week had a significant main effect on how energized participants felt. However, for those in the digital game condition, daily recovery experience increased during the course of the study, whereas for those in the mindfulness condition, it decreased (F1,18=9.97; P=.01). Follow-up interviews with participants identified 3 core themes: detachment and restoration, fluctuations and differences, and routine and scheduling. Conclusions This study suggests that digital games may be effective in promoting post work recovery in laboratory contexts (study 1) and in the real world, although the effect in this case may be cumulative rather than instant (study 2).


2018 ◽  
Author(s):  
Emily Collins ◽  
Anna Cox ◽  
Caroline Wilcock ◽  
Geraint Sethu-Jones

BACKGROUND Engagement in activities that promote the dissipation of work stress is essential for post work recovery and consequently for well-being. Previous research suggests that activities that are immersive, active, and engaging are especially effective at promoting recovery. Therefore, digital games may be able to promote recovery, but little is known about how they compare with other popular mobile activities, such as mindfulness apps that are specifically designed to support well-being. OBJECTIVE The aim of this study was to investigate and compare the effectiveness of a digital game and mindfulness app in promoting post work recovery, first in a laboratory setting and then in a field study. METHODS Study 1 was a laboratory experiment (n=45) in which participants’ need for recovery was induced by a work task, before undertaking 1 of 3 interventions: a digital game (Block! Hexa Puzzle), a mindfulness app (Headspace), or a nonmedia control with a fidget spinner (a physical toy). Recovery in the form of how energized participants felt (energetic arousal) was compared before and after the intervention and how recovered participants felt (recovery experience) was compared across the conditions. Study 2 was a field study with working professionals (n=20), for which participants either played the digital game or used the mindfulness app once they arrived home after work for a period of 5 working days. Measures of energetic arousal were taken before and after the intervention, and the recovery experience was measured after the intervention along with measures of enjoyment and job strain. RESULTS A 3×2 mixed analysis of variance identified that, in study 1, the digital game condition increased energetic arousal (indicative of improved recovery) whereas the other 2 conditions decreased energetic arousal (F2,42=3.76; P=.03). However, there were no differences between the conditions in recovery experience (F2,42=.01; P=.99). In study 2, multilevel model comparisons identified that neither the intervention nor day of the week had a significant main effect on how energized participants felt. However, for those in the digital game condition, daily recovery experience increased during the course of the study, whereas for those in the mindfulness condition, it decreased (F1,18=9.97; P=.01). Follow-up interviews with participants identified 3 core themes: detachment and restoration, fluctuations and differences, and routine and scheduling. CONCLUSIONS This study suggests that digital games may be effective in promoting post work recovery in laboratory contexts (study 1) and in the real world, although the effect in this case may be cumulative rather than instant (study 2).


2009 ◽  
Vol 21 (4) ◽  
pp. 151-160 ◽  
Author(s):  
Sabine Glock ◽  
Julia Kneer

Because of recent school shootings, there has been a broad public discussion on whether playing violent digital games causes aggression. Current empirical findings of media violence research on aggression are ambiguous. It is also unclear whether the positive correlation is due to active playing or to media reports. Media reports may lead people who do not play (nonplayers) to associate violent digital games with aggression, while active players (long-term players) may have differentiated knowledge structures. Therefore, we conducted an experiment to investigate the relationship between the concepts “violent digital game” and “aggression” for long-term players and nonplayers. Long-term players, nonprimed, and primed nonplayers performed two lexical decision tasks before and after playing “Unreal Tournament.” While priming “violent digital game” activated the concept “aggression” for nonplayers, active playing had no impact at all. The individual knowledge about these games had stronger impact on psychological responses than playing a violent digital game.


2016 ◽  
Vol 20 (1) ◽  
pp. 237-254 ◽  
Author(s):  
Marleena Mustola ◽  
Merja Koivula ◽  
Leena Turja ◽  
Marja-Leena Laakso
Keyword(s):  

The discussion around children’s digital game culture has resulted in two contradictory images of children: the passive, antisocial children uncritically and mechanically consuming digital game content and the active, social children creatively using and interacting with digital game content. Our aim is to examine how these seemingly contradictory ideas of “active” and “passive” children could be considered. By means of empirical examples of children playing digital dress-up and makeover games, we will point out that for the successful use of these concepts, they need to be thoroughly contextualized. By discussing the context and referent of activity and passivity, it is possible to overcome the unnecessary polarization of the discourses on children’s digital game culture. If the purpose is to advance the multidisciplinary discussion on digital games and childhood, the naive or careless use of the concepts of activity and passivity should be avoided.


2014 ◽  
Vol 39 (1) ◽  
Author(s):  
Bob De Schutter ◽  
Steven Malliet

AbstractThe current study aims to integrate the findings of previous research on the use of video games by older adults by applying the Uses & Gratifications (U&GT) paradigm (Blumler and Katz, 1974). A qualitative study was performed with 35 participants aged between 50 and 74, who were selected from a larger sample of 213. Based upon their primary playing motives and the gratifications they obtain from digital game play, a classification was developed, resulting in five categories of older adults who actively play games: “time wasters”, “freedom fighters”, “compensators”, “value seekers” and “ludophiles”.


ReCALL ◽  
2014 ◽  
Vol 27 (1) ◽  
pp. 38-57 ◽  
Author(s):  
Hayo Reinders ◽  
Sorada Wattana

AbstractThe possible benefits of digital games for language learning and teaching have received increasing interest in recent years. Games are said, amongst others, to be motivating, to lower affective barriers in learning, and to encourage foreign or second language (L2) interaction. But how do learners actually experience the use of games? What impact does gameplay have on students’ perceptions of themselves as learners, and how does this affect their learning practice? These questions are important as they are likely to influence the success of digital game-based language learning, and as a result the way teachers might integrate games into the curriculum. In this study we investigated the experiences of five students who had participated in a fifteen-week game-based learning program at a university in Thailand. We conducted six interviews with each of them (for a total of 30 interviews) to identify what impact gameplay had in particular on their willingness to communicate in English (MacIntyre, Dörnyei, Clément & Noels, 1998). The results showed that gameplay had a number of benefits for the participants in this study, in particular in terms of lowering their affective barriers to learning and increasing their willingness to communicate. We discuss the implications of these results in terms of further research and classroom practice.


2020 ◽  
Vol 25 ◽  
pp. 109-125
Author(s):  
Bartłomiej Mycyk

The medium of digital games is constantly evolving, as many recently-published games are crucially different from titles that were popular several dozen years ago. This, as well as the com-mercial supersystems concept of Marsha Kinder, is the contribution of analysing the problem of digital game definition in this paper. The main aim of this article is to emphasise differences between digital games and other, similar artefacts. The author attempts to achieve it by constructing definition of digital games that covers all examples of the electronic entertainment medium. By doing so, the author attempts to analyse the most crucial elements and properties of digital games, e.g. their files available in the memory of digital devices, as well as aims that are supposed to be solved by the player during gameplay.


2017 ◽  
Vol 9 (4) ◽  
pp. 265-283 ◽  
Author(s):  
Aung Pyae ◽  
Tapani N. Liukkonen ◽  
Luimula Mika ◽  
Christina Kattimeri ◽  
Veroline Cauberghe ◽  
...  

Attitudes and motivation towards physical exercises play a vital role for elderly people’s adherence to exercise. In recent years, digital games have been used to enhance elderly people’s experiences in physical exercises. However, there is a limited number of studies regarding elderly people’s attitudes and motivation towards digital game-based exercises. In this study, we aim at investigating the Finnish elderly people’s attitudes towards physical and digital game-based exercises, as well as their motivation in the gameplay. Furthermore, we intend to investigate if digital games can be an alternative way of exercising for elderly people. We conducted a user experience test of the “Skiing Game” with 21 elderly participants in Finland. We applied both qualitative (e.g. interview) and quantitative (e.g. questionnaires) methods to collect data from the participants. Then, we analyzed the data by using SPSS and Nvivo. The findings show that the Finnish elderly people’s attitudes towards physical exercises are more positive than digital game-based exercises. However, their attitudes towards digital games have become more positive after the gameplay. Their in-game and post-game user experiences were moderately positive. Their motivation to play digital game-based exercises was moderately high after the gameplay. Their feedback towards the Skiing game was positive. They recommend that digital game-based exercises can be an effective way of exercising. Based on these findings, we recommend that digital games are promising to be used as an alternative way of exercising for the Finnish elderly people. The discussion in this study can help researchers gain insights about using digital games for promoting elderly people’s participation in physical exercises.


2020 ◽  
Author(s):  
Katja Junttila ◽  
Anna-Riikka Smolander ◽  
Reima Karhila ◽  
Anastasia Giannakopoulou ◽  
Maria Uther ◽  
...  

Learning is increasingly assisted by technology. Digital games may be useful for learning, especially in children. However, more research is needed to understand the factors that induce gaming benefits to cognition. In this study, we investigated the effectiveness of digital game-based learning approach in children by comparing the learning of foreign speech sounds and words in a digital game or a non-game digital application with equal amount of exposure and practice. To evaluate gaming-induced plastic changes in the brain function, we used the mismatch negativity (MMN) brain response that reflects the activation of long-term memory representations for speech sounds and words. We recorded auditory event-related potentials (ERPs) from 37 school-aged Finnish-speaking children before and after playing the “Say it again, kid!” (SIAK) language-learning game where they explored game boards, produced English words aloud, and got stars as feedback from an automatic speech recognizer to proceed in the game. The learning of foreign speech sounds and words was compared in two conditions embedded in the game: a game condition and a non-game condition with the same speech production task but lacking visual game elements and feedback. The MMN amplitude increased between the pre-measurement and the post-measurement for the word trained with the game but not for the word trained with the non-game condition, suggesting that the gaming intervention enhanced learning more than the non-game intervention. The results indicate that digital game-based learning can be beneficial for children’s language learning and that gaming elements per se, not just practise time, support learning.


2020 ◽  
Vol 9 (3) ◽  
pp. 326-346
Author(s):  
Beverley Foulks McGuire

Abstract This paper explores structural similarities between playing a digital game and experiencing grief. The digital game Mandagon evokes a sense of loss through its game environment of grey mountainous landscapes, broken wooden scaffolds, and Tibetan temples and prayer flags in states of disrepair. It elicits feelings of disorientation and dependency as players repeatedly fall from scaffolds but ascend by using lifts or finding air bubble streams underwater. It encompasses terrestrial, corporeal, and cosmic crossings as players move through air, land, and water, as they neither inhabit nor encounter a human body, and they cross various cosmic thresholds through the course of the game. For players struggling with grief, it validates and normalizes feelings of emptiness, loneliness, and vulnerability in the wake of death and loss.


Sign in / Sign up

Export Citation Format

Share Document