Research output per year
Research output per year
Matti Vuorre, Niklas Johannes, Kristoffer Magnusson, Andrew K. Przybylski*
Research output: Contribution to journal › Article › Scientific › peer-review
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.
| Original language | English |
|---|---|
| Article number | 220411 |
| Number of pages | 13 |
| Journal | Royal Society Open Science |
| Volume | 9 |
| Issue number | 7 |
| DOIs | |
| Publication status | Published - 27 Jul 2022 |
| Externally published | Yes |
Research output: Working paper › Scientific