Video games do not harm people’s mental health, nor do they help. In fact, they don’t do much to move the needle at all, according to a new study of tens of thousands of gamers.
For years, policymakers and public health agencies have expressed concern about the potential for video games to be addictive or harm mental health. This study was published in the journal Royal Society for Open Science, Provides a more comprehensive view of the relationship between video games and luxury. It builds on previous research from the same team that also found no ill effects on mental health.
The research team worked with video game publishers to recruit nearly 39,000 people Who has played one of the seven matches: Animal Crossing: New HorizonsAnd the Apex LegendsAnd the eve onlineAnd the Forza Horizon 4And the Grand Tour SportAnd the Crew 2. Game publishers provided game play data to participants over a period of six weeks, and researchers surveyed participants three times.
Because the team was able to examine player game data, they didn’t have to rely on the player self-reporting of how much time they spent playing games – so the team was able to get a more accurate reading of their playing time. The study measured well-being using two tools: the Positive and Negative Experience Scale, which asks people to rate how often they experienced feelings such as “happiness” and “fear,” and the self-proven Cantrell Scale, which asks people to say where they are on a scale Where the top represents the best possible life for them.
The study also asked people to take a Player Experience Survey on Need for Satisfaction, which tracks people’s experience with certain games — tracking things like their perception of independence and their motivation to play the game.
The analysis found that spending more or less time playing games had no negative or positive effect on how people felt. Conversely, how people felt had no significant effect on the amount of time people spent playing.
The authors said that any role video games played in distorting well-being shown in the study was too small to have a real impact on how people feel. People will have to play games for 10 more The study found that the number of hours per day in excess of the baseline to observe changes in their well-being.
The study did find some evidence, however, that people’s motivation to play games and their experience playing games had a slightly larger effect on well-being. When people played games because they wanted to, their well-being was better than when people played games because they felt they had to. However, those relationships were small, and it is not clear whether those motivations would have a noticeable effect on the players.
The study authors note that there is still more to learn about the ways video games affect how people feel and how they behave. This analysis only looked at a handful of the thousands of games on the market. Researchers still need to scrutinize how motivations for playing games and the quality of gameplay can change people’s experiences. They also need to know if some people have characteristics that make them more or less susceptible to changes in well-being.
“We know we need more player data from many platforms to develop the kind of deeper understanding needed to inform parents and medical professionals about policy and craft advice,” said study author Andrew Przybylski, a senior researcher at the Oxford Internet Institute. in the current situation.
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