Video games have been connected to reductions in stress levels, increased emotional awarness, and solution-focused behavior.
While this isnt the whole story, some evidence supports this assumption.
Many lab studies demonstrating this increased aggression look at thoughts and language but not actual behaviors.
Emilija Manevska / Getty Images
This is another way in which video games can provide positive social experiences and a decrease in stress.
They found that several players who became upset during gameplay found useful coping strategies to handle theirnegative emotions.
This ability is known as interoceptive awareness.
By monitoring internal states, people are then able to take steps to maintain a healthy balance.
They can do this, either by making beneficial decisions to improve their situation or by seeking support.
Here are some recommended video games to help relieve stress.
Some casual games includeAnimal Crossing, Minecraft, Stardew Valley, and the Sims 4.
Cooperative Games
These games involve challenges that can be completed with other players.
There are several benefits to this.
These positive experiences and “wins” can feel empowering and buildresilienceto stress.
Games for Stress-Management
Some games were actually created to help players learn to manage stress more efficiently.
There are a number of stress-relief games now available to play on virtual reality (VR) headset devices.
Games That Build Skills
These games can build brain power or specific abilities.
Play, tune into your feelings during and after you play, and see what you enjoy the most!
Games with a strong social component, particularly a cooperative one, may be especially beneficial as stress-relief tools.
Ultimately, pay attention to how you feel during and after you play.
Make adjustments based on your observations.
2021;9(2):e26575.
2019;10:967. doi:10.3389/fpsyg.2019.00967
Roy A, Ferguson CJ.Competitively versus cooperatively?
An analysis of the effect of game play on levels of stress.
Computers in Human Behavior.
2014;17(4):222-227. doi:10.1089/cyber.2013.0296