According to Oxford, the amount of time spent playing video games does not affect a person’s well-being

London – A new study from the Oxford Internet Institute (OII) has come to the conclusion that those who like to spend a few hours enjoying video games: the amount of time played does not have a negative effect on a person’s well-being. imagine that..

A study published this week in the journal Royal Society Open Science examined the effects of gaming on the emotional health of gamers, and looked at whether there was a link between well-being and time spent playing games.

The good news for people who complain or feel guilty about playing too much is that the researchers found “little or no evidence of a cause-and-effect relationship between time and well-being.”

And they found that a player’s personal motivations — like interest and fun — play a bigger role in a player’s well-being than hours played.

Study wants to help with public policy on video games

The Oxford Internet Institute (OII) is a research and teaching unit at the University of Oxford dedicated to the social sciences of the Internet. The Center’s research seeks to understand how individual and collective online behavior shapes society and influences the direction of politics and economics.

One of them is the study of video games. Billions of people play games every day, raising concerns about the negative impact they can have on users, especially young people.

Warnings about video games’ potentially addictive characteristics and harm to players’ well-being, many of which are unproven, lead to widely contested public policies, OII researchers say.

In China, minors can only play for one hour a day.

“There are concerns that widespread gaming causes mental health problems, and major health authorities and national governments have made broad policy decisions to address the potential risks of gaming, despite the lack of adequate supporting data.”

“On the other hand, video games help players relax and even serve as psychological therapy,” the study emphasizes. “Thus, games can affect well-being on a global scale.”

To better understand the effects, researchers conducted a six-week analysis of 38,935 players aged 18 and older. Australia, Canada, India, Ireland, New Zealand, South Africa, UK and USA.

Data was provided by users of seven popular games: Outriders, Animal Crossing: New Horizons, Apex Legends, Eve Online, Forza Horizon 4, Gran Turismo Sport and The Crew 2.

According to the researchers, this study is the largest ever to use real-world data on player behavior rather than relying on individual accounts.

“We found no evidence of a causal relationship between gambling and well-being.

For better or worse, the average impact of time spent playing video games on players’ well-being may be minimal.

The authors make it clear that more data from a wider variety of games and players is needed to better understand the health effects of video games.

But Matti Vuorre, a researcher at the Oxford Internet Institute and one of the authors of the study, believes that currently there is not enough data and evidence for policymakers and regulators to develop laws and regulations to limit playing time among certain groups of the population. .

“In order to conclusively answer questions about how games impact our society, all major consoles, desktops and mobile platforms allow their users to freely and ethically donate their game data for independent review,” added Andrew K. .

As the analysis did not find direct links between time spent playing video games and players’ well-being, the researchers recommend further and more extensive research.

“Until then, there is no benefit or harm in restricting or promoting the game based on time. [ao equilíbrio emocional]”, – says OII.

Leave a Comment

Your email address will not be published.