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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:
Publisher copy:
10.1098/rsos.220411

Authors


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Role:
Author
ORCID:
0000-0001-5052-066X
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Role:
Author
ORCID:
0000-0001-6612-2842
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Institution:
University of Oxford
Division:
SSD
Department:
Oxford Internet Institute
Role:
Author
ORCID:
0000-0001-5547-2185


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:
2054-5703


Language:
English
Keywords:
Pubs id:
1272345
Local pid:
pubs:1272345
Deposit date:
2022-08-04

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