Does spending time playing video games affect mental health?
According to research done by Oxford University experts and published in the journal Psychological Medicine, playing video games heavily does not significantly affect an adult gamer’s mental health.
In order to arrive at this result, they conducted a 12-week study involving 2,036 questionnaires of 414 gamers in the US and the UK, recording their gameplay primarily on Xbox and evaluating their well-being. The findings disprove the common assumption that playing more time correlates with an increase in stress, anxiety, or depressive symptoms.
The researchers stated, “These results add to the increasing body of evidence that, for the majority of gamers, playtime has no direct bearing on the relationship between gaming and mental health and that, instead, the context and quality of gameplay should be the primary focus of research.”
Prior studies have looked into the connection between gaming time and mental health, but their findings have been ambiguous. While some have not found a strong correlation between gaming time and depression, others have connected excessive gaming to anxiety or even depression.
Certain studies even suggest that playing video games can help players reduce stress by providing a kind of cathartic release.
In fact, regardless of age, it may foster qualities like enhanced abilities, tenacity, and devotion!
According to this new study, gaming is a successful coping mechanism for day-to-day stressors, a way to make up for missed or hindered opportunities to meet basic psychological needs in daily life, or even a way to foster psychological development and increased resilience in individuals.
“For a general adult gaming population, and at time scales ranging from one day to two weeks, even variations of four to five additional hours of daily video game play are unlikely to have a practically significant impact on wellbeing,” the researchers wrote, indicating that time is not very important in either a positive or negative way.
Based on content, context, and player characteristics, we find that there is no practically significant positive or negative impact on the usual range of observed playtime and playtime variance for adult gamers at the population level.