![]() ![]() However, current evidence does not meet these criteria and tells us little about the causal links between video games and well-being. It is therefore critical that researchers provide robust, credible and relevant evidence to inform policymakers. ![]() Consequently, games have the potential to affect well-being on a global scale. Conversely, video games may help players relax and recharge, and even serve as psychological treatment. ), leading to far-reaching and widely contested health policy decisions, such as China limiting young people's game play to one hour per day. Many have warned about video games' possible addictive qualities and their potential harm to players’ well-being (e.g. 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.īillions of people play video games and their popularity has led stakeholders to express concerns, but also hopes, about their effects on players. ![]() However, results suggested that motivations play a role in players' well-being. We found little to no evidence for a causal connection between game play and 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. The concern–evidence mismatch underscores that we know too little about games' impacts on well-being. 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. Video games are a massively popular form of entertainment, socializing, cooperation and competition. ![]()
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