Currently there are many users who have joined the video game hobby, and some spend a considerable amount of time sitting in front of the TV or laptop completing their favorite experiences, whether from RPG-type adventures to first-person shooters. Many have wondered if prolonged spending has any impact on the user’s mental health, and a new study has revealed whether this can ultimately be detrimental or positive for the person in question.
According to data collected by the magazine Technology Mind and Behavior, the researchers analyzed the relationship between playing time and the well-being of the subject in question. The findings confirm that there is no significant general impact, neither positive nor negative, of the play time that adults spend, which is why the theory that this type of experiences should not have an influence is also taken as a theme. to make decisions that lead to violence.
Here is part of what he said Nick Ballouthe author of the study:
I play video games and have experienced them as supporting my well-being at different times in my life, depending on how I play. In this study, I hoped to move beyond the idea that time is an important factor in how gaming affects player mental health, and move the field toward more nuanced assessments of how game quality impacts well-being.
Unlike some studies, where I don’t have a good idea of what’s going on and want to figure it out, this time I had a strong hypothesis that there would be no direct relationship between play time and well-being, and I hoped the data He would back me up!
The study was a 12-week panel in which 414 adult players of Xbox dand the United States and the United Kingdom. Participants were recruited through paid advertisements on reddit, social media, and Prolific screening questionnaires. To be eligible, they had to be at least 18 years old, play video games primarily on Xbox and play at least one hour per week on the platform.
Three aspects of well-being were measured: positive affect (how happy participants felt at that moment), depressive symptoms (feelings of sadness or hopelessness over the past week), and general mental well-being (general psychological health over the past two weeks). Play time was recorded and analyzed on three time scales: the last 24 hours, the last week, and the last two weeks.
Resulting in what was already announced, that is, no positive or negative impact, simple leisure that serves to have fun and calm the mind. Which in essence as an entertainment product is its main function, this also happens with cinema and music.
Via: PsyPost
Author’s note: It’s definitely good to know that it doesn’t affect people in some way, but the fact that it doesn’t bring them anything meaningful is not something I agree with. In the end it could be real and it’s just to clear your mind.
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