Like the global pandemic batters Economies and Shipments Billions of people around the world are isolated in their homes, so is our collective mental health understandably take one Nosedive. Many people lack the usual ways to get in touch with family, friends and co-workers increased worldwide.
But maybe you can do something about it – and without leaving home. ONE new study from Oxford University
The study is the first of its kind
The study shows new territory for video game research. By analyzing player behavior patterns in two games Plants vs Zombies: Battle for Neighborville and Animal Crossing: New HorizonsThe researchers tailored a survey to the specific playing times of 3,274 players. (Previous studies relied on game times reported by the players themselves, leading to more dubious conclusions.)
The study attempted to measure the relationship between objective game time and an individual’s mental wellbeing, citing various factors related to gaming experience such as: B. “Feelings of autonomy, kinship, competence, joy and the pressure to play”.
According to Professor Andrew PrzybylskiAs director of research at the Oxford Internet Institute and lead author of the study, the results largely defy stereotypical video game design because it adversely affects mood. These findings could prove instructive for policy makers, especially as internet addiction and screen time become more common in society.
“Our results show that video games are not necessarily harmful to health. There are other psychological factors that have a significant impact on a person’s wellbeing. In fact, gaming can be an activity that has positive effects on people’s mental health – and the regulation of video games could deprive gamers of those benefits. ”
Other important findings
It’s important to note that both of the games used in the study have a sunnier premise than many violent or apocalyptic games on the market. The happiness of the players surveyed could be due to this Deer crossingThe more personable vibe and the fact that players have to interact with each other to complete mutually beneficial tasks.
“I don’t think people invest a lot of time in games with a social aspect unless they’re excited about it.” Przybylski told the BBCand compares the effect of both games with a “digital water cooler”.
The study concluded:
- Actual play time was a small but significant positive factor in people’s wellbeing
- A player’s subjective experiences while playing can be a greater factor in wellbeing than just playing time.
- Players who really enjoy the games feel more positive
- The results are in line with previous research suggesting that people whose psychological needs have not been met in the “real world” may report negative well-being from the game.
Data can help inform public health policy
Still, the study does not completely disprove previous video game research worth four decades, many of which have observed negative associations between them different games and the mental health of the players across age groups. The study offers loud PrzybylskiThis is an opportunity for researchers to provide health officials with more accurate data on video games that were previously unavailable due to technological limitations.
As governments in the West are considering introducing new lockdown measures, it is a little comforting to know that this is how happy games are Deer crossing could help people survive loneliness better than we previously thought.