Spending time playing video games may not impact your wellbeing

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Photo by Glenn Carstens-Peters on Unsplash
Photo by Glenn Carstens-Peters on Unsplash

The amount of time you spend playing video games may not have an effect on your overall wellbeing, positive or negative, according to international research. The team collected playing data for nearly 40,000 adult gamers across seven well-known games, including Animal Crossing: New Horizons, Apex Legends, Eve Online, Forza Horizon 4, Gran Turismo Sport, and The Crew 2, and compared it with self-reported wellbeing data over a six week period. The researchers say there was little to no evidence of a link between time spent playing games and wellbeing.

News release

From: The Royal Society

Major new study finds little evidence for causal connection between well-being and video game playing

A University of Oxford study of 39,000 gamers published in the journal Royal Society Open Science has found time spent playing video games is unlikely to impact well-being.

The research team worked with seven leading video game companies and asked players aged 18+ to donate their play data for independent analysis.

The study found “little to no evidence for a causal connection between gameplay and well-being” but that “motivations play a role in players’ well-being”. The study’s authors also make clear that further industry data are required across a greater range of games and players to develop a deeper understanding of the roles of video games in players’ well-being.

The data came from players of seven well-known games which included Animal Crossing: New Horizons, Apex Legends, Eve Online, Forza Horizon 4, Gran Turismo Sport, and The Crew 2, and covered a six-week period of play. It is the largest study of this kind so far to use real data on player behaviour rather than self-reported play and builds on research undertaken previously by the research group which found that players who play more also report slightly greater levels of well-being.

Professor Andrew K. Przybylski, Senior Research Fellow, Oxford Internet Institute, said: 

“This exciting study brings together significant amounts of real playing data collected by games companies and donated by players. Our work reliably measures how long people are playing these games across time, data which simply wasn’t accessible in the past.”

“Our study finds little to no evidence of connections between gameplay and well-being, but we know we need much more player data from many more platforms to develop the kind of deeper understanding required to inform policy and shape advice to parents and medical professionals.”

Dr. Matti Vuorre, Researcher at the Oxford Internet Institute and co-author, observes:

“One thing is certain – right now there is not enough data and evidence for policymakers and regulators to be developing laws and rules to restrict gameplay among certain groups in a population. I would urge all online platforms, not just games companies, to make it easy for users to donate their data to independent scholars.”

Adds Dr. Niklas Johannes, Researcher at the Oxford Internet Institute and co-author:

“This project also shows how important transparency is when studying video games. All data were anonymous, protecting participant privacy, and could therefore be made publicly available. The data are a valuable resource and enable other researchers to test their own research questions. For example, we used these data to show that playing two online shooters had no effect on aggression, and we encourage other scholars to make the most of these data.”

Professor Przybylski concludes:

“This work represents substantial progress for the field but we need to cast a much wider net. If we want to truly understand how games influence human health we have to collect data from the thousands of games played every day. Conclusive answers to the questions of how games influence our society will require all of the major console, computer, and mobile platforms to empower their users to effortlessly and ethically donate their play data for independent analysis.”

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Research The Royal Society, Web page The URL will go live after the embargo ends
Journal/
conference:
Royal Society Open Science
Research:Paper
Organisation/s: University of Oxford, UK
Funder: This research was supported by the Huo Family Foundation. K.M. was supported by Forte (2021-01284). The raw data and annotated analysis code supporting this work are available at https://osf.io/f38n/?view_only= 879d4345d24a40a9e5d04480a3e4d58. The authors declare no conflicts of interest. The funder had no role in study design, data collection and analysis, decision to publish or preparation of the manuscript. The industry partners reviewed the study design and assisted with play behaviour data collection and recruitment, but had no role in collection of participant survey data, data analysis, decision to publish or preparing the manuscript.
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