Video game play is positively correlated with well-being

战斗 电子游戏 心理学 心理健康 互联网隐私 艺术 重大比赛 计算机科学 公共关系 社会心理学 应用心理学 政治学 多媒体 历史 考古 法学 环境保护 心理治疗师 环境科学
作者
Niklas Johannes,Matti Vuorre,Andrew K Przybylski
出处
期刊:Royal Society Open Science [Royal Society]
卷期号:8 (2): 202049-202049 被引量:266
标识
DOI:10.1098/rsos.202049
摘要

People have never played more video games, and many stakeholders are worried that this activity might be bad for players. So far, research has not had adequate data to test whether these worries are justified and if policymakers should act to regulate video game play time. We attempt to provide much-needed evidence with adequate data. Whereas previous research had to rely on self-reported play behaviour, we collaborated with two games companies, Electronic Arts and Nintendo of America, to obtain players' actual play behaviour. We surveyed players of Plants vs. Zombies: Battle for Neighborville and Animal Crossing: New Horizons for their well-being, motivations and need satisfaction during play, and merged their responses with telemetry data (i.e. logged game play). Contrary to many fears that excessive play time will lead to addiction and poor mental health, we found a small positive relation between game play and affective well-being. Need satisfaction and motivations during play did not interact with play time but were instead independently related to well-being. Our results advance the field in two important ways. First, we show that collaborations with industry partners can be done to high academic standards in an ethical and transparent fashion. Second, we deliver much-needed evidence to policymakers on the link between play and mental health.
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