Video games have a history of being claimed to be a terrible influence on young people, or even society at large. However, research on the psychological effect of gaming continues, and a recent study from Oxford University suggests that playing games can be good for a person’s mental health.
The study was conducted by academic researchers from Oxford University who are using gameplay data for the first time. The researchers surveyed 3,274 players with psychological questionnaires and records of time playing two popular games, Animal Crossing: New Horizons and Plants vs. Zombies: Battle for Neighborville. It was found that playtime and strong social connections with others correlated with a sense of well-being.
One of the study’s author, Oxford Internet Institute Director of Research Andrew Przybylski, said the goal was to research the link between video gaming as a “leisure activity” and players’ mental well-being with objective data. The study found positive results, with several hours of Animal Crossing: New Horizons leaving players generally happier. However, Przybylski said it doesn’t give games a “carte blanche pass,” since previous studies have not been as great as they could have. He says that further research will reveal more evidence regarding what is generally harmful or beneficial about gaming.
The paper points out that using gameplay data is a big deal, because previous studies on video games generally use self-reported time by players instead of hard data. This apparently shocked researchers given how much data the gaming companies had on players, and what few were used in past studies on the mental impact of gaming. However, the researchers collaborated with Nintendo and EA, and were able to capitalize on the internet-based connection the games use for research.
The study does point out that it has not been peer-reviewed and is subject to change in time, and there are still factors that require more research. The study only used Animal Crossing and Plants vs. Zombies, two all-ages games, instead of something like the latest Call of Duty or GTA games; usual targets for violent video game controversies. There’s also the matter of intrinsic enjoyment, where someone plays games because it’s fun; versus extrinsic, where someone is essentially pressured by players or game mechanics.
Przybylski comments on how major institutions like the World Health Organization and the NHS have not been working with good data on this subject. However, he and the other researchers are hopeful that this study and more like it will produce a “higher standard of evidence” for serious discussions about video games, players’ mental health, and subsequent policymaking.
Source: Oxford Internet Institute
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