The following study sponsored by PopCap provides solid
evidence that casual games can deliver solution strategies for
so many of our students. Not to neglect teachers, who can
also receive exactly the stress relief and mood enhancement
they need, often on a daily basis. We visited with Dr.
Carmen Russoniello of East Carolina University in his
Greenville office in early March. Not only does he use
the select casual games mentioned in the study with students,
he has studied the positive impact it has on US Marines with
post traumatic stress disorder. The
following is a summary excerpt from the full press release
available online.
East Carolina University's Department of Recreation and Leisure
Studies conducted a six-month long, randomized, controlled
study that measured the stress-relieving and other mood-lifting
effects of so-called "casual" video games.[1]
The three puzzle and word games used in the study, Bejeweled® 2, Peggle™ and Bookworm™ Adventures, are all made
by PopCap Games. The hypotheses were tested using
state-of-the-art technologies and methodologies to measure
heart-rate variability (HRV), electroencephalography (EEG) and
subjects' mood states pre- and post-activity (POMS).
In all cases, the changes in stress levels and mood were
measured in comparison to a control group that experienced a
Web-based activity similar in physical and mental nature to the
game-playing groups. High-level findings of the study are
provided below. Additional data, including detailed charts, can
be found at www.ecu.edu/biofeedback.
"I've conducted many clinical studies in the area of
recreational therapy in the past, but this was the first one
seeking to determine the potential therapeutic value of video
games," stated Dr. Carmen Russoniello. "The results of this
study are impressive and intriguing, given the extent of the
effects of the games on subjects' stress levels and overall
mood. When coupled with the very high degree of confidence we
have in those results based on the methodology and technologies
used, I believe there is a wide range of therapeutic
applications of casual games in mood-related disorders such as
depression and in stress-related disorders including diabetes
and cardiovascular disease. Granted, this study was a first
step and much more needs to be done before video games can be
prescribed to treat medical conditions. However, these exciting
results confirm anecdotal evidence that people are playing
casual video games to improve their mood and decrease their
stress, and herald casual games' potential in health promotion,
disease prevention, and treatment of stress- and mood-related
disorders."
Links for Teachers
Frequently Asked Questions | Why Use Casual Games in the
Classroom? |The FootGaming Blog |The ExerLearning Blog
|
Footgaming:
Prepares Students to Learn | Socal Network for
FootGamers | Social Network for
ExerLearning | Footgaming and
Fitness
Games for 21st Century Skills - DigiFORCE G
|
[1]http://www.popcap.com/press/release.php?pid=393
(accessed February, 2009)



