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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...

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Detalles Bibliográficos
Autores principales: Vuorre, Matti, Johannes, Niklas, Magnusson, Kristoffer, Przybylski, Andrew K.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: The Royal Society 2022
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.
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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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