Video games are not bad for your mental health. Since the emergence of this form of entertainment, many reports have reported about its “damage” to people’s mental health. In fact, many times Video games have been accused of inducing violent behavior in people of all ages, although this has not been proven. However, it has been shown that playing for a long time is not as dangerous as we thought.
A study published in The Royal Society Open Science confirm it. The research studied tens of thousands of players; specifically, 38,935. Thanks to this figure, they obtained reliable results on human behavior after long exposure to video games.
In fact, the study claimed something surprising: prolonged video gaming no measurable welfare effect or weakness of individuals.
The fine print…
This does not mean that you can overdo your gaming sessions. This same study explains that, to see a significant impact on your well-being, you have to play more than ten hours a day, every day. So this time frame marks a kind of baseline where the excess begins.
On the other hand, if having multiple daily gaming sessions doesn’t have a serious effect on well-being, something has. Determined that, more than the number of hours, what really affects well-being is enthusiasm. in the background to play. For example, people who gamble because they feel it shows better welfare than those who gamble out of obligation.
This is how this study was done
To begin with, the research team collected information from nearly 39,000 people, spread across titles in various genres. Decided to study the model followed by the players in Animal Crossing: New Horizons, Apex Legends, Eve Online, Gran Turismo Sports, Crew 2 and Forza Horizon 4.
Also, as a primary method, the researchers did not use direct data from the sample population. However, in these games, it is also supplemented by three participant surveys.
Thus,was able to obtain information without prejudice to the actors about their entertainment routines.
When studying users’ well-being, researchers use a a scale for measuring positive and negative experiences. The players were asked if they felt happy or scared at any point in the game. On the other hand, the test called Catril’s scale, where the participant is asked to place themselves on this imaginary scale in relation to their ideal life.
Is the destigmatization of video games imminent?
Based on the results presented, the researchers hope to be able to reconcile with parents, representatives and institutions with this form of entertainment. After all, video games are one of the most effective methods of entertainment, and their positive impact on decision-making and the search for a vocation has been proven.
However, the people responsible for conducting the study do not consider the mission complete. There are many other video games to pay attention to, because player behavior is only analyzed in some of them. On the other hand, how and why people participate in sports can also change the measure of well-being.
They even say there is people who may be more or less sensitive to changes in their well-being depending on certain characteristics. However, it seems that so far the studies on video games have shown positive results, a far cry from the crisis of the 90s that made all parents believe that this activity is something almost diabolical. .
We know we need more player data from multiple platforms to develop the kind of deep insight needed to inform policy and shape advice to parents and healthcare professionals.