‘Time spent playing video games is unlikely to impact well-being’
Chair: Rebecca Sheriff
Video games are a massively popular form of entertainment, socialising, 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 be- tween gameplay 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 likely very small, and further industry data are required to determine potential risks and supportive factors to health.
Date:
3 May 2022, 9:30 (Tuesday, 2nd week, Trinity 2022)
Venue:
Online, via Zoom - For link to attend, information and to register please contact the host: diana.verley@psych.ox.ac.uk
Speaker:
Professor Andrew Przybylski (The Oxford Internet Institute)
Organising department:
Department of Psychiatry
Organiser contact email address:
diana.verley@psych.ox.ac.uk
Part of:
Psychiatry Seminars
Booking required?:
Recommended
Booking email:
diana.verley@psych.ox.ac.uk
Audience:
Public
Editors:
Katherine Stevens,
Diana Verley