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Time spent playing video games is unlikely to impact well-being
Video games are a massively popular form of entertainment, socializing, cooperation and competition. Games' ubiquity fuels fears that they cause poor mental health, and major health bodies and national governments have made far-reaching policy decisions to address games’ potential risks, despit...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
The Royal Society
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9326284/ https://www.ncbi.nlm.nih.gov/pubmed/35911206 http://dx.doi.org/10.1098/rsos.220411 |
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author | Vuorre, Matti Johannes, Niklas Magnusson, Kristoffer Przybylski, Andrew K. |
author_facet | Vuorre, Matti Johannes, Niklas Magnusson, Kristoffer Przybylski, Andrew K. |
author_sort | Vuorre, Matti |
collection | PubMed |
description | Video games are a massively popular form of entertainment, socializing, cooperation and competition. Games' ubiquity fuels fears that they cause poor mental health, and major health bodies and national governments have made far-reaching policy decisions to address games’ potential risks, despite lacking adequate supporting data. The concern–evidence mismatch underscores that we know too little about games' impacts on well-being. We addressed this disconnect by linking six weeks of 38 935 players’ objective game-behaviour data, provided by seven global game publishers, with three waves of their self-reported well-being that we collected. We found little to no evidence for a causal connection between game play and well-being. However, results suggested that motivations play a role in players' well-being. For good or ill, the average effects of time spent playing video games on players’ well-being are probably very small, and further industry data are required to determine potential risks and supportive factors to health. |
format | Online Article Text |
id | pubmed-9326284 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | The Royal Society |
record_format | MEDLINE/PubMed |
spelling | pubmed-93262842022-07-30 Time spent playing video games is unlikely to impact well-being Vuorre, Matti Johannes, Niklas Magnusson, Kristoffer Przybylski, Andrew K. R Soc Open Sci Psychology and Cognitive Neuroscience Video games are a massively popular form of entertainment, socializing, cooperation and competition. Games' ubiquity fuels fears that they cause poor mental health, and major health bodies and national governments have made far-reaching policy decisions to address games’ potential risks, despite lacking adequate supporting data. The concern–evidence mismatch underscores that we know too little about games' impacts on well-being. We addressed this disconnect by linking six weeks of 38 935 players’ objective game-behaviour data, provided by seven global game publishers, with three waves of their self-reported well-being that we collected. We found little to no evidence for a causal connection between game play and well-being. However, results suggested that motivations play a role in players' well-being. For good or ill, the average effects of time spent playing video games on players’ well-being are probably very small, and further industry data are required to determine potential risks and supportive factors to health. The Royal Society 2022-07-27 /pmc/articles/PMC9326284/ /pubmed/35911206 http://dx.doi.org/10.1098/rsos.220411 Text en © 2022 The Authors. https://creativecommons.org/licenses/by/4.0/Published by the Royal Society under the terms of the Creative Commons Attribution License http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, provided the original author and source are credited. |
spellingShingle | Psychology and Cognitive Neuroscience Vuorre, Matti Johannes, Niklas Magnusson, Kristoffer Przybylski, Andrew K. Time spent playing video games is unlikely to impact well-being |
title | Time spent playing video games is unlikely to impact well-being |
title_full | Time spent playing video games is unlikely to impact well-being |
title_fullStr | Time spent playing video games is unlikely to impact well-being |
title_full_unstemmed | Time spent playing video games is unlikely to impact well-being |
title_short | Time spent playing video games is unlikely to impact well-being |
title_sort | time spent playing video games is unlikely to impact well-being |
topic | Psychology and Cognitive Neuroscience |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9326284/ https://www.ncbi.nlm.nih.gov/pubmed/35911206 http://dx.doi.org/10.1098/rsos.220411 |
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