Journal article
Time spent playing video games is unlikely to impact well-being
- Abstract:
- 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.
- Publication status:
- Published
- Peer review status:
- Peer reviewed
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- Files:
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(Preview, Version of record, pdf, 1.9MB, Terms of use)
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- Publisher copy:
- 10.1098/rsos.220411
Authors
- Publisher:
- The Royal Society
- Journal:
- Royal Society Open Science More from this journal
- Volume:
- 9
- Issue:
- 7
- Article number:
- 220411
- Publication date:
- 2022-07-27
- Acceptance date:
- 2022-06-27
- DOI:
- EISSN:
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2054-5703
- Language:
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English
- Keywords:
- Pubs id:
-
1272345
- Local pid:
-
pubs:1272345
- Deposit date:
-
2022-08-04
Terms of use
- Copyright holder:
- Vuorre et al.
- Copyright date:
- 2022
- Rights statement:
- ©2022 The Authors. Published by the Royal Society under the terms of the Creative Commons Attribution License http://creativecommons.org/licenses/by/4.0/, which permits unrestricted use, provided the original author and source are credited.
- Licence:
- CC Attribution (CC BY)
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