Time spent playing video games unlikely to affect well-being: study

July 30, 2022 (TVC network) — Despite widespread concerns about the potential negative impacts of video games on gamers, a new study from the University of Oxford has found “little to no evidence of a casual link” between time spent playing video games and well-being. The study was published in the peer-reviewed journal Royal Society Open Science on July 27 and tracked the gaming behaviors of almost 40,000 individual gamers. It used data spanning a six-week period, which was provided by seven different major game companies. “Our work reliably measures how long people play these games over time, data that simply wasn’t accessible in the past,” said Andrew K. Przybylski, one of the authors of the study. article, in a statement. Study participants were interviewed through two rounds of emails through which they were able to provide consent and answer questions that measured their level of satisfaction and emotions. It has been found that players’ reasons for gambling are more important than how long they have been playing. According to the study, gamers who felt compelled or had a “sense of compulsion” to play tended to have less fun, no matter how much time they spent. Conversely, participants who had a healthier motivation, such as playing for fun or to relax, were linked to greater well-being. for them. The study did not collect data for gaming sessions that exceeded 10 hours. The study researchers also say that previous investigations into the relationship of video games to well-being have not been sufficient to inform health policy decisions globally, and that “it is therefore essential that researchers provide strong, credible and relevant evidence to inform policymakers.” In 2021, China imposed a new set of rules prohibiting anyone under the age of 18 from playing video games more than once. hour a day, a decision that was seen as a blow to the gaming industry. “One thing is certain – at present there is not enough data and evidence for policymakers to and regulators develop laws and rules aimed at restricting gambling among certain groups of a population,” Matti Vuorre, co-author of the study said in the release. ismo Sport, Outriders and The Crew 2) included an important performance aunt but incomplete of the medium. “This work represents substantial progress for the field, but we need to cast a much wider net,” Przybylski said. “If we are serious about understanding how games influence human health, we need to collect data from the thousands of games played every day. Conclusive answers….will require all major consoles, computers and mobile platforms to allow their users to effortlessly and ethically donate their game data for independent analysis.


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Carolyn M. Daniel