key: cord-0943142-v2b0k367 authors: Ajmal, Abdullah; Aldabbas, Hamza; Amin, Rashid; Ibrar, Sundas; Alouffi, Bader; Gheisari, Mehdi title: Stress-Relieving Video Game and Its Effects: A POMS Case Study date: 2022-04-20 journal: Comput Intell Neurosci DOI: 10.1155/2022/4239536 sha: 20a41617e98449065e0eefd52fc595cb19b82d87 doc_id: 943142 cord_uid: v2b0k367 Stress is the response or a change in our bodies to environmental factors like challenges or demands that are physical and emotional. The main cause of stress is illnesses and it is gaining more interest, a hot topic for many researchers. Stress can be brought about by a wide range of normal life occasions that are hard to avoid. Stress generally refers to two things: first, the psychological perception of pressure and the body's response to it. On the other hand, it involves multiple systems, from metabolism to muscles to memory. Many methods and tools are being developed to reduce stress in humans. Stress can be a short-term issue or a long-term problem, depending on what changes in your life. The emphasis of this article is to reduce the effects of stress by developing a stress-releasing game and verifying its results through the Profile of Mood States (POMS) and POMS-2 survey. Games are associated with stress levels; hence, parameters like sounds, visuals, and colors associated with reducing stress are used to develop a game for the stress reduction in the players. The survey research aims to determine that the purpose-built game will affect the player's stress level using a reliable psychological survey paper. The survey collected a variety of information from its participants over six months. Different aspects of a person's psychology and reactions are recorded in this scenario by calculating the mean, standard deviation, degree of freedom, zero-error, and probability-value%. The POMS and POMS-2 results are obtained from the custom-built game, and these are found to be effective in reducing stress. Profile of Mood States (POMS) is a recognized test first formulated by McNair et al. (1971) [1] . e survey includes 65 questions to represent the mood state of the participant. e POMS is a mechanism for measuring mood. e POMS and POMS-2 test cannot be used in clinical psychology, psychotherapy, and sports science. e POMS and POMS-2 represent the exclusively appropriate mechanism to measure mood-related symptoms properly. In addition, the results point to exact indications related to the place of work-related well-being. e previous revision points out the psychometric results for the POMS and POMS-2 tests. Its multidimensionality is beneficial for research. POMS and its 2 nd edition are ready to provide data to evaluate workplacerelated stresses and do not need much effort [2] . POMS classify anger as an emotional situation that ranges from minor impatience feelings until the anger is linked to stimuli from the autonomous nervous system. POMS and POMS-2 define mental disturbance as confusion, insecurity of interest and emotions, depression reduction, and deprived selfimage. e fatigue issue clarifies the sense of physical, mental tiredness, and tension factor or feelings up to the time of worry, anxiety, vigor issue, as differentiated by enthusiasm, temper, and physical energy. COVID-19 has caused significant distress around the globe. It is not limited to adults only, but stress is increasingly affecting children of all age groups. Countries worldwide implemented strict precautions on their citizens in an attempt to control the spread. Most stressing is quarantine. e survey is evaluated and the selection of the psychoanalysis component will depend on the purpose of assessing everyone at some viewpoints with dissatisfaction. ere is more than one cause, which includes various circumstances such as losing a loved one, work, and even the weather, which causes a damp and troubling condition known as regular full of feeling clutter disorders. e Profile of Mood States 2 nd edition was published in 2012 by the Multi-Health System (MHS) to assess transient feelings and mood among individuals aged 13 years and above. It was designed to cover the age between 13 and 17 years old and adults aged 18 years and above to measure their effective moods and emotions. To enhance their mood, humans will generally discover social embrace or do exercise; these activities can be different for everyone. According to one estimate, 4.4% of the global population suffer from stress and 3.6% from anxiety disorder, whereas depression is more common, at 7.5%, with anxiety being the sixth-highest disorder, and both are estimated to increase. Hence, therapies like cognitive behavioral therapy (CBT) are essential treatments to investigate treatment [3] ; those who do not face the disorder longer respond to either pharmacological or psychological interventions, which are frequently encouraged as fast remedies for anxiety and depression. Such approaches provide more options to consider client preferences, treatment accessibility, charge for enlarging devotion, and suitability. Other methods like digital involvement, including online, computerized apps, and serious games, ensure reducing depression and anxiety symptoms. is study was performed to observe a player's mental stress while playing a stress-releasing game specifically built to release the player's stress levels. According to the National Institute of Mental Health, about 20.9 million or 9.5% population in the USA aged 18 years or older face temperament disorders. In total, 14.8 million adults between the ages of 15 and 44 have depression concerns [4] . Moreover, 1.5% and 3.3 million of the population in the USA are affected by Dysthymic Disorder. At the beginning, the middle ages have disorder for just about 30 years (National Institute of Mental Health) [5] . Stress is usually familiar because of a person's state when too much is predictable, regarding severe pressure or strain, and when they are hardly capable of dealing with excessive and wide exterior demands. Stress is taken as ecological demand as it affects the human organism and if not resisted, it would be unsafe. Casual video games (CVG) have around 200 million players globally. e culture and ages provide a vast diversity in the electronic gaming communities online and offline playing the games on various platforms like PC and handheld cellular phones. ese can be further elaborated by the Casual Games Association's 2008 report, which stated that the most opened application on Windows XP was Microsoft Solitaire. According to the 2006 JWT Intelligence report, the CVG or web games business will grow to $55 billion by 2009. e world's most stressful countries yearly are shown in Table 1, Table 2, and Table 3 . e idea of the study is to conclude that a video game may improve mood and reduce stress using appropriate measurements. CVG is related to deliberation in its effects on physiological stimulation, suspected confidence, and harm mood. e mere exemption is an augmented helpful influence intended for mood. e outcome supported the prediction that CVG can be a suitable way to reduce stress in the subjects. e results of this study evaluated the positive effects of CVG on stress levels compared to other methods like yoga and meditation. CVG induces an increase of alpha signals in the right frontal part of the brain and reduces it in the left frontal part. e rise of alpha in the left hemisphere is linked to negative behavior like depression, bad mood, and avoidance. At the same time, the increase of alpha in the right hemisphere improves the overall mood and makes a person more engaging. ese relations of alpha waves in the right and left parts of the brain are discussed in [6] . e most used scale for measuring positive and negative effects on mood is the Positive and Negative Affect Schedule (PANAS). e PANAS in several languages has exposed first-rate psychometric possessions in the allpurpose clinical samples and population, including women with fibromyalgia, drug addicts, and samples of forensic nature. PANAS has not been examined on depressive and anxiety disorders and other clinical samples. Furthermore, the advent of treatments based on the Internet has expanded into a diverse range of similar scales that can be performed online, such as online surveys and feedback forms. We are conducting this survey research to eliminate stress using the POMS and POMS-2 tests [7] . Our goal is based on this survey research that will work for people's moods in a few minutes. We have to manage anxiety, stress, depression, fatigue, confusion, unhappiness, and vigor. With this test, we can keep ourselves relaxed to a great extent. Our test will significantly reduce stress. e following are the key contributions of this article: (i) Evaluation of the POMS and POMS-2 survey is performed to reduce stress among those who are using purpose-built games. (ii) e effects of casual gaming on stress are highlighted by performing a survey in which the measurement of Total Mood Disturbance (TMD). (iii) e change in stress is evaluated by performing surveys and purpose-built games. e level of stress in several ways is reduced, including calculating mean, standard deviation, zero-scale, and probability-value. e rest of the article is organized as follows. Section 2 presents the literature review, and Section 3 offers the problem statement. e proposed solution is discussed in Section 4, and the results are included in Sections 5 and6 . We concluded the article in Section 7. Video games are becoming popular and more interactive day by day [8] . Due to the effects of video games on mood, several neurologists are becoming more interested in them. Because of their nature, video games take part in a generous responsibility in feeling and significantly put into individual behavior and cognitive functions [9] . According to Reinecke, the contributors required by the game decrease the capability of players to think over demanding events. e physiological relaxation provided by video games differs widely between games and is not always an accurate representation of stress [10] . Reinecke's (2009) study presented an idea for the revival of stress regarding four distinct parts, including psychological disinterest, physiological relaxation, mastery experiences, and apparent control [11] . e four major aspects are used to reduce stress hypothetically to show that video games reduce stress and aid in healing. For this study, the game was intended to determine stress reduction. It builds ongoing investigation by joining physiological events to observe the probable stress-reducing effects of video gaming. According to the "Casual Games Association" (2013), over 200 million people take part in CVGworldwide [12] . e association aims to look at stress and reduce the effects of casual games compared to guided relaxation. PANAS Mood scale test and Dundee Stress State Questionnaire (DSSQ) were used for the dimensions and a stress-inducing task [13] . CVGs were always efficient as a form of stress relief and were extra productive to engage the contributors. CVGs are taken as meditation and to reduce stress. It was completed using suitable physiological measures to resolve changes in physiological stimulation and mood. In previous studies, one unique thing is to highlight different games such as ''Bejeweled 2," ''Personal Zen," ''Plants vs. Zombies,'' ''Bubble Shooter," "Peggle," and "Bookworm Adventures'' with their positive impacts on how these games can reduce our stress [14] . Additionally, when people put their all into their treatment plan, their outcomes frequently are improved, such as reduced anxiety and stress-related symptoms [15] . Previous studies use the "Rich get Richer" model to explain that the less worried individuals manage to play World of Warcraft (WoW) to improve their offline lives [16] . Encouraging amazingly pushed players more increment the stretch enduring in their lives by playing dangerously the online amusement inside which they are required protect from their offline inconveniences which for greatly focused people amplifies to some degree than soothing their enduring. It is important to investigate how in-game encounters and exercises shape mental diversion, leading to risky play among more focused individuals [17] . ey pursued their participant observation ethnographic inquiry with 28 semistructured interviews, resulting in increased stress. e previous reading recognized more than 900 studies, from which duplicates were detached and leftover abstracts read. Around 21 articles were potentially relevant to the succeeding environment of our theories related to stretch and tricky online gaming. Perceived Stress Scale (PSS) is used in this survey, which defines stress as respondents' superficial intensity of control over their lives, with a higher score representing a high perceived stress [18] . Recently published articles exploring the thought of utilizing a CVG and pointing to the impacts of CVG's on the signs of uneasiness, misery, and stretch were then selected based on the consideration and prohibition criteria [19] . Using cardiac coherence, stress was accurately measured. Cardiac coherence improves as the rhythm of the heart is managed. e stress pilot biofeedback device was used to increase cardiac coherence (CC). Contributors were randomly assigned to appoint in amusement by violent and peaceful game for 20 minutes while cardiac reliability was recorded. Participants' emotional changes were evaluated on different survey papers for psychological analysis of mood, with the POMS test being the most successful. POMS measures six different scales: "Tension, Depression, Anger, Stress is the body's standard reaction when changes occur, resulting in physical, enthusiastic, and mental reactions. Moreover, emotional and physical signs typically in the student population, including headaches, fatigue, sadness, anxiety, and the incapability toward control, can intensify by stress. It reveals a 58% increase in stress [21] . Stress causes the body to overflow with hormones that prepare its systems to pass up or tackle danger. Stress can control all aspects of your life, consisting of your emotions, behaviors, thinking ability, and physical health. e fundamental cause of stress in a youngster's life comes from work, exercise, companions, and family. ere are two structures. e principal structure is called acute stress, which lasts for a short period. e causes of stress come with both internal and external effects. It depends on the person, but the internal effects include anxiety, irritability, and nervousness. External effects include breathing faster, sweating, muscles tensing, dry mouth, keener senses, lack of energy, headaches, and sickness. A stressed person tends to have trouble paying attention and have trouble recalling facts. Each day stress builds up in a teenager's life, which can be negative as this carries into their adulthood. We are conducting this survey research to eliminate stress because of using the POMS and POMS-2 tests. POMS is a psychological test prepared by McNair et al. (1971) [22] . e POMS test is considered to measure fixed psychological traits. e survey consists of 65 statements to explain the feelings of people. e POMS test can be reviewed swiftly due to the ease of the experiment. A long time ago, the POMS test had six different extents of mood swings. e measurement of the POMS test provides a fast, cheap method of reviewing transient, changeable active mood states. POMS test is an ideal mechanism for measuring and monitoring moods. It allows fast estimation of "transient, fluctuating feelings, and enduring effect states." e Profile of Mood States 2nd Edition-Adult (POMS 2-A) is a self-report assessment of mood that is adaptable to capturing transient and fluctuating feelings or relatively enduring states in adults aged 18+ years. When used in combination with other information, results from the POMS 2-A can help to better understand an individual and guide intervention decisions. ere are several ways to reduce stress by doing physical exercise as it is a great way to alleviate stress. Exercise allows us to get up and go and lowers blood pressure while increasing our ability to deal with stress. erapies can also reduce the level of stress, including yoga, meditation, and cognitive behavioral therapy (CBT). POMS and POMS-2 are effective tests because of the simplicity and ease of participant understanding. Both are considered as short tools through good quality psychometric properties that can be performed on healthy and unhealthy people. Our goal is based on this survey research on people's mood management. Using the POMS and its 2 nd Edition of POMS, we have to manage anxiety, stress, depression, fatigue, confusion, unhappiness, and vigor. Figure 1 shows the methodology of the POMS test where TMD is calculated in a controlled environment and then once after the target exercise has been performed. For the survey, a game was developed using Unity Engine Development Tool using C# language. e assets used ingame were designed and developed by the author keeping in mind the colors, textures, and lightning that are typically used for releasing stress. e game does not have any hardness levels as it is not a competitive game and focuses on a stress-free environment throughout the game, but it does have three different scenarios of infinite maps (never-ending maps like subway surfer). For analysis, POMS and POMS-2 survey was performed; a rating scale of psychological nature was used to calculate different states of mood. It is an authenticated test formu- e survey consists of 60-65 questions that evaluate a person's mood. POMS and its 2 nd edition require the participant to choose the best possible statement about the state mood they are feeling at that moment. POMS has a pool of 65 different questions divided into six main categories ("tension, depression, anger, vigor, fatigue, and confusion") and is a "Last Week" or "Right Now" management. Internal dependability was reported as 90 or above. For all variables, test reliability is recorded among 68 and 74 [24] . Figure 2 shows the purpose-built game played for this survey to evaluate the participants' stress levels before and after the gameplay. POMS and its 2 nd edition were used previously for four main research areas: controlled drug evaluation, psychoanalysis, and therapy, different responses to affecting conditions, and simultaneous validity coefficients and other POMS test show a relationship. For each of the 65 questions, there are five options given as "Not at all" for 1 and up to "Extremely" for 5. e participant will select the option on the mood he/she is experiencing at that moment. e TDM score of each test is calculated by adding up the categories of "tension, depression, fatigue, confusion, and anger" and then subtracting the total score of the vigor. e tension, depression, fatigue, confusion, and anger categories are weighted as negative in the TDM score, while the vigor is weighted positively. TMD of the POMS and POMS-2 provides an accurate description of the participant's mood. e POMS test and its 2 nd edition have always been reported independently for the five or six factors, which is also followed in research. POMS and POMS-2 also provide reliable results on the levels of state of anxiety in the participants. Many modifications have been made in POMS and POMS-2 for different environment settings and world regions and provide fewer time-consuming surveys. People between 18 and 30 years old and adults are selected for this survey; the participant's mean age was 23 years. For 5 to 10 minutes, the paper-andpencil self-report measure requires accomplishment users. e psychometric assessment's purpose is to reduce stress. People filled the survey papers before and after accordingly to reduce the level of stress. Multiple studies examining several patient groups and the study investigating the structure of the level established significant support for the majority of the POMS seven variables and the subscale fatigue-inertia was established to have exclusive honesty. Figure 3 defines the psychological effects on the human being, both physically and mentally. ese show psychological effects on tension, anger, fatigue, confusion, and vigor are the main building block that causes stress. It involves respondents pointing out that every point describes their frame of mind in an overload before and after using a 5-point scale ranging from "Not at all" to "Extremely." POMS is obtainable in an immediate scoring format, in which the participant's answers are automatically conveyed through the scoring template. e "sample size formula is calculated as a sample size of students," as follows: where A � A is the value ("1.96 for 95% confidence level"), P is the percentage in the decimal value (".5 used for sample size needed"), C is the confidence (for example, ".04 � ± 4"). e POMS test has six different extents of mood swings for more than a period. e POMS test includes "Tension or Anxiety, Anger or Confusion, Vigor, Fatigue, and Depression," whose division is shown in Figure 4 . e POMS test comprises a 5-point scale ranging from "Not at all" to "Extremely," which is used to estimate their mood states. It is commonly used for the background of psychotherapy, medicine, and sports science. e POMS and POMS-2 represent the appropriate mechanism to assess mood-related symptoms properly. e POMS and POMS-2 have to cover up independent proportions and somewhat with similar proportions. e study indicates some intersections of the applied instruments concerning psychological well-being. Adding up the scores for "Tension, Depression, Anger, Fatigue, and Confusion" minus the score for "Vigor" gives the TMD as follows: Computational Intelligence and Neuroscience 5 TMD � ("Tension + Depression + Anger + Fatigue + Confusion")-"Vigor". (2) • e overall score for "Tension" is calculated by adding up the scores for (Tense, Shaky, On Edge, Computational Intelligence and Neuroscience Done, Sad, Blue, Hopeless, Unworthy, Discouraged, Lonely, Miserable, Gloomy, Desperate, Helpless, Worthless, Terrified, and Guilty). (ii) e overall score for "Anger" is calculated by adding up the scores for ("Anger, Peeved, Grouchy, Spiteful, Annoyed, Resentful, Bitter, Ready to Fight, Rebellious, Deceived, Furious, and Bad Tempered"). (iii) e overall score for "Fatigue" is calculated by adding the scores (Worn Out, Listless, Fatigued, Exhausted, Sluggish, Weary, and Bushed). (iv) e overall score for "Confusion" is calculated by adding the score for (Confused, Unable to Concentrate, Muddled, Bewildered, Efficient, Forgetful, and Uncertain about things). (v) e overall score for "Vigor" is calculated by adding up the scores for (Lively, Active, Energetic, Cheerful, Alert, Full of Peep, Carefree or Vigorous). In this section, the information applies to interpreting all T-scores presented in this report and interpreting changes in T-scores. Responses on the POMS 2-A are combined to produce a TMD score and scores on six mood clusters: Anger-Hostility (AH), Confusion-Bewilderment (CB), Depression-Dejection (DD), Fatigue-Inertia (FI), Tension-Anxiety (TA), and Vigor-Activity (VA). A scaled score is also calculated for Friendliness (F). TMD is determined by summing the Negative Mood State scales and subtracting VA (a Positive Mood State scale). Friendliness is considered separately as a mood state that may influence the severity of mood disturbance through interpersonal functioning. We evaluated probability-value% and zero-error for the POMS-2 test. e survey aims to determine the stress level using a reliable psychological survey paper. e survey collected a variety of information from its participants over six months. A total of 30 participants participated in the survey. e survey asked participants what they felt would be a reasonable explanation for gaming from a menu of items where they could choose more than one answer. is survey allocates the fast evaluation of temporary and changeable emotions as longterm affect states. POMS tests having psychological states can be evaluated rapidly due to the test's ease, which is another noteworthy evaluation feature. e analysis of the participant based on their sex is shown in Table 4 . Table 5 shows the collected data (before and after) from survey statements regarding overall respondents. It clearly shows that the stress level among the respondents has been reduced after gameplay. e analysis data indicate that the video related to reducing stress can be a helpful instrument for quick concern among the participant and reduce the equal level of stress. e mean is an arithmetic average of the dataset. e mean is calculated by adding up all the numbers together and dividing by the number of items in the set. e formula for calculating the mean is mentioned in as follows: (2) Calculating Mean After � 1244 30 � 41. (3b) Table 6 shows the calculation of mean (Before and after). It offers a clear decline in the TMD in the controlled environment and after playing the game. Table 7 shows the mean TMD (before and after) and it shows a clear decline in the TMD in the environment and after playing the game. Figure 5 shows the mean represented graphically to show a clear decline in the TMD in the environment and controlled after playing the game. e standard deviation (SD) in statistical analysis is a measurement of numbers and how it is spread. It is represented by (Greek letter) σ symbol. e SD is a statistic measuring the dispersion of the dataset comparative to its mean and is considered the square root of variance. e formula for SD is mentioned as follows: (1) S � sample standard deviation. (2) � sum of total numbers. � sum of total numbers. (4) X − � sample mean. e population standard deviation is defined as the measure of the spread (variability) of the score regarding the variable. It symbolizes the sum of the "squared" deviations of the scores from their population mean: whereσ is the population standard deviation, N is the size of the population, and X2 means each value from the population. Standard Deviation(Before) � 226, The Population Standard Deviation (After) � ± 27.25, (4f) Table 8 shows the calculation for standard deviation and population standard deviation (before and after). It shows a clear decline in TMD in the environment and controlled after playing the game. Table 9 shows the mean, standard deviation, and population standard deviation. It clearly shows that TMD has been reduced after playing the game. e degree of freedom is the self-sufficient value that statistical analysis can estimate and indicates the number of dependent values that vary in an analysis lacking breaking any constraints. Typically, the degree of freedom equals the sample size minus the number of parameters while calculating an analysis. e formula for calculating the degree of freedom is mentioned as follows: where N is the number of values in the dataset (sample size), calculations of degree of freedom (before + after), and degree of freedom (before, after): (5a) 6.5. Zero-Score. Zero-score is the standard score that provides an idea of mean data, which is far from the mean. But more theoretically, zero-score is defined as the measure of numerous SDs below and above the population mean. To compute Z-score through other data available like the 7 124 49 8 133 90 9 76 49 10 102 19 11 95 67 12 44 33 13 94 83 14 74 14 15 121 28 16 76 21 17 102 6 18 91 39 19 104 26 20 78 11 21 62 22 22 36 9 23 40 20 24 29 26 25 63 32 26 67 19 27 79 55 28 61 14 29 89 70 30 53 Figure 5 : Mean graph (before and after). 8 Computational Intelligence and Neuroscience observed value, mean of the sample, and SD, equation (6) denoted the measurement for zero-score. e zero-score formula is as follows: where Z is the standard score and X is the observed value, mean of the sample. e standard deviation of the sample calculations of zero-score for "before" is as follows: Zero-score for "after" is as follows: 6.6. Probability-Value%. P-value% age is defined as the probability of receiving the outcome at least as concentrated as the experimental results of a statistical hypothesis test. P-value% is observed by a difference that could have occurred presently by random chance. As a result, the lesser the pvalue, the larger the statistical inference of the observed difference-value calculation for the Z-table, which is used to calculate the p-value. Suppose results in a p-value used for a Z-score of negative "1.304." Z-table needs to take the positive "1.304" into account, which is the upper right tail. Z-table computes the true pvalue to obtain a positive p-value for a positive Z-score by multiplying with "0.0968," "2," and "0.1936." is would be a p-value of 19.36%. P-value for a negative Z-score (before) is SD (before) SD (after) N X Z � "232.52." e outcome regarding p-value of 01072 and 10.72% for a negative Z-score is 10.72%. For P-value for a positive Z-score (before), the outcome regarding the p-value of .01072 is multiplied by 2 to get 21.44%. P-values (before and after) are in percentage using zero-score. P-value for negative Z-score (after) is Z � 46.93, the results in a p-value of .00003 3%; for a negative Z-score is 3%. e results in a p-value of 3% or 3% are multiplied by 2, to get 6%. Table 10 shows the overall changes using POMS on different measures, including mean, standard deviation, population standard deviation, Z-score, and P-values. It clearly shows the stress level has been reduced to a greater extent. It shows a clear decline in the TMD in the controlled environment and after playing the game. is article presented the POMS and POMS-2 used for psychological testing. e POMS and POMS-2 provide understanding effects of games on a person's stress levels and can provide insight into the development and production of games. Different aspects of a person's psychology and reactions are recorded in this scenario. As our game was developed to be a stress releaser, we evaluated stress levels. It was made clear by the survey that our game reduced a certain amount of stress and improved the overall mood of the participants. In future research, we can evaluate the same game through different surveys and methods, like electroencephalography (EEG), which is used to measure brain signals and how they behave concerning stress. Other methods used can also be probed to evaluate stress and how it behaves in our game. No data were used to support this study. e authors declare that they have no conflicts of interest to report regarding the present study. 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TURSP-2020/314), Taif University, Taif, Saudi Arabia. 1 62 3844 44 1936 2 132 17424 55 3025 3 105 11025 86 7396 4 100 10000 66 4356 5 101 10201 98 9604 6 84 7056 47 2209 7 124 15376 49 2401 8 133 17689 90 8100 9 76 5776 49 2401 10 102 10404 19 361 11 95 9025 67 4489 12 44 1936 33 1089 13 94 8836 83 6889 14 74 5476 14 196 15 121 14641 28 784 16 76 5776 21 441 17 102 10404 6 36 18 91 8281 39 1521 19 104 10816 26 676 20 78 6084 11 121 21 62 3844 22 484 22 36 1296 9 81 23 40 1600 20 400 24 29 841 26 676 25 63 3969 32 1024 26 67 4489 19 361 27 79 6241 55 3025 28 61 3721 14 196 29 89 7921 70 4900 30 53 2809 Table 9 : Calculation of Standard Deviation (Before and after). Computational Intelligence and Neuroscience