Russoniello assigned volunteers, ages 19 to 57, to either search the Web for articles or to play one of three games: Bejeweled 2, which taps visual and spatial skills; Bookworm Adventures, in which players make words out of Boggle-like arrays, and Peggle, a Pachinkolike aim-and-shoot game. After 15 minutes he wired them up to EEGs, which measure brain waves, and a heart monitor, and then he asked them to fill out questionnaires about their mood.

Compared with the group that searched for articles, the heart monitors showed, only Bejeweled (an untimed version) reduced physiological stress. But with all three, the players felt less fatigued than before the games, less “mentally confused,” more vigorous, less angry, less depressed and less mentally tense. The different games affected each of these to varying degrees—Bejeweled increased vigor the most, for instance, while Peggle reduced mental tension the most. EEGs hint at what caused these feelings: Peggle upped brain waves linked to a desire to engage with life, while Bejeweled reduced brain waves associated with avoiding and withdrawing, and Bookworm got brain waves in sync, a state associated with relaxation.

Now for the caveats, starting with the fact that the games’ maker, PopCap, paid for the study (though Russoniello says it had no say in the design or data analysis). More problematic, the data are silent on whether the mood and brain changes last more than a few minutes; in contrast, mental training such as meditation seems to bring permanent beneficial brain changes. The challenge now for videogame manufacturers itching to make what are essentially health claims: showing that the games reduce stress and improve mood better than a good book, a stroll in a garden, a movie or any other activity that tickles your brain waves.