Video game play is positively correlated with well-being
psyarxiv.com
psyarxiv.com
Also, I suspect the benefits of gaming align with higher-order human needs (e.g. From Maslow's hierarchy; problem-solving, confidence, achievement etc).
Obviously, sitting there doing nothing for long periods of time probably isn't great but I think it's good to just set aside moments where you stop trying to distract yourself. This can be done through meditation or some other method of your choosing (outdoor activity is good). It's good to let your thoughts come in and sort of train yourself to stop fearing them or having such knee-jerk reactions.
It seems like I've developed a healthier response to them by doing this. I can laugh at a lot of my stupid negative thoughts more easily now.
Now I play them in autopilot mode. Just enough engagement to ward the brain demons.
It's not so much an enjoyment as it is a reprieve from myself. I still enjoy them to an extent, but not as much as I used to.
But if most of your discretionary time is spent doing unimportant things, that can contribute to depression and anxiety.
"Dial tone mode" sounds a lot like the checking out alcoholics, drug users and other people suffering from compulsive disorders waste their lives doing.
Studies funded by tobacco companies in the 1950s found that smoking cigarettes is good for you as well.
"suspect" ... surely you meant "suspect" and not "worthless" ...
* only looking at animal crossing and a plants vs. zombies game. I can only speak to animal crossing but I wouldn't be surprised if that game sparks a lot more joy and well being than most.
* They do some... weird visualization choices with bars going both up and down but both implying a positive impact. I've never seen this. Super weird. You can't even compare the two options.
* R^2 of play time and well begin is 0.01. Technically significant.
Wow, that's complete garbage!
We use p-values to determine whether a relationship is likely to actually exist based on observations. R^2 is a measure of the "strength" of the relationship, i.e. how much of the dependent variable is explained by the independent variable -- it is silent on the matter of whether the relationship is likely to actually exist.
Alternatively, I would guess that just generally having free time to spend in any way is a healthy thing. We already know that stress is correlated with worse outcomes. The study does mention that income could be a third causal variable, I think stress is probably a similarly correlated factor.
https://www.gosugamers.net/dota2/news/47182-fly-and-s4-out-o...
Turns out that a healthy body is correlated with reflexes. You need a level of workout activity if you want to be a professional-level video game player.
The "fat and lazy" trope kinda-sorta works for maybe casual games. But a fit body means a fit mind, and a fit mind plays games at a higher level.
This study was looking at Plants vs Zombies: Battle for Neighborville and Animal Crossing: New Horizons players from the general population.
Also note that I didn't claim that gamers were "fat and lazy" as you suggested. I doubt that they exercise at a rate higher than the general population. I would guess they probably exercise at a rate similar to the general population, particularly because so many people play games.
Certain games suck you in and require abnormal amounts of time to feel good about anything. Other games, like Animal Crossing or Plants vs Zombies, are more casual, and have a better life / play balance.
IMO, the "dangerous" games are these grindfests, basically Skinnerbox games (https://en.wikipedia.org/wiki/Operant_conditioning_chamber).
The general population is on average "fat and lazy" and exercise at a rate that is near enough to 0 to make no difference. Age and wealth as factors will outweigh any other input when it comes to these benchmarks.
Different people have them in different amounts and ways. But everyone has these.
Leisure time is not a bad thing, as the title says.
Maybe the gaming landscape has changed a lot, but it would surprise me.
TL;DR - you have time for exercise and sleep. But you sacrifice that time for "fuck about freely to do what I want for once" time.
> We designed a survey measuring players’ well-being, self-reported play, and motivations for play and discussed the survey structure with Electronic Arts.
> We assessed well-being with the validated Scale of Positive and Negative Experiences [59], which measures the affective dimension of well-being [38]. We asked respondents to think about how they had been feeling in the past two weeks and report how often they experienced each of six positive and six negative feelings.
If you gave heroin addicts and unrestricted supply of heroin and performed a similar study, would you find that heroin use is "positively correlated with will being"?
I have a young toddler. When I was reading about letting them watch TV, an article I read made a good point: babies and toddlers enjoy watching TV, but it doesn't do them any good (they're too young to make sense of the pictures) and tends to deprive them of experiences (e.g. language exposure) actually that does do them good. My intuition is video games are similar for adults.
The article essentially concludes that being rewarded feels good in the short term. What I'd like to see is long-term happiness and socioeconomic impact.
To "wind down" is ok, IE in small amounts. But when it overwhelms and becomes a "drive to escape reality" it is an issue.
But often(not always), both are being used to escape some OTHER issue. And maybe if that issue was worked on life would truly be better.
If you are actually interested in this topic, there are a lot of reviews including way longer periods, variables and genres. Of course, you still have to apply the same filter to sift through moral panic and game ads, but this study is even if not biased still unnecessarily limited in scope. Not a good base for a discussion IMO...
correlation does not indicate direction of causation; it is just as valid to conclude that happy people had more time to play games.
Conversely when I’m feeling down this is the first thing to go, I can desire to play and just sit there for hours not doing so.
But, it's also difficult to study because the effect size, whatever it direction may be, is rather small. (nobody ever agreed to a double-blind experiment proving that bullets kill, just as a point of comparison).
From what I read back when it interested me, it seems suggestive of a mild negative effect. But it's hard to say because of the absolutely overwhelming effect of in the other direction: there is absolutely no doubt that eight hours or more of weekly gaming is evidence of depression for age groups 16 and up. (valid for PC/console only. Gaming on mobile phones is often more indicative of using public transport than anything else).
But is it a form of self medication or pathology?
Being over 16 and gaming too much is an obvious probable pathology, but I would not see pathology as the only interpretation.
I had a pretty dark time in my life during which Kerbal Space Program may well have saved my life (by taking my mind completely off the bad stuff and giving a nice boost of the positive brain transmitters).
Perhaps this is a good thing in the short term (your experience definitely seems to suggest this!), but anecdotally many of the long-term, heavy games-players I know (mid-20s) seem to be taking on less responsibility, investing less into themselves, their future and the people around them, and failing to live up to their potential in a noticeable way.
Very similar to weed smokers, thinking about it.
I doubt that. Many critically acclaimed single player games take from 40 up to 120 hours to complete, so 8 hours a week puts you on track to play through one game in a month.
I'd say that's a typical pace for an adult gamer with a job.
Books are a good analogy for the single player games with a definite ending. The satisfaction I get from completing them is similar (but not exactly the same).
Since you're putting it forth as an absolute truth, surely you'd have no problem providing us all with a citation; would you be so kind?
"Depressive symptoms and suicidal are associated to screen time induced poor sleep, digital device night use, and mobile phone dependency." (https://pubmed.ncbi.nlm.nih.gov/29499467/)
This other study (http://irep.ntu.ac.uk/id/eprint/27290/7/27290_Kuss.pdf) seems to show some association between depression and addictive use of video games (The criteria for addiction is not about length but rather about how the behavior is effecting the person life). It should be noted however that social media has a slightly higher association with depression.
I doubt there is evidence that eight hours or more of weekly gaming would be any kind of evidence of depression for age groups 16 and up. If a person, of any age group, uses games or social media to the point where it prevents them from function in society and they don't sleep, then that is likely associated with risk of depression. Not 100%, but maybe with a pearson correlation coefficient of r=0.25.
Now I should really stop writing on HN and get some sleep before people called me depressed.
From whom?
Based on what? Is there good evidence for this, or is this anecdotal? I think that's a far more complex statement that it appears on the surface, and I don't think I agree with the strong "no doubt" part of it. I'm willing to be convinced otherwise though.
Surely it depends on the game and the context; that would encompass just about anyone who plays Civilization.
Video games and short term aggression: Enough findings for me to prefer giving my (not currently existing) children something to do that are not video games if possible, lest they learn unnecessarily aggressive behavior just by copying. However, probably not a mortal danger.
Video games and (adult/teen) addiction: Seems incredibly hard to track on a long-term base, as other people in this thread mention. Nothing is easier to color a bit to your liking than a meta analysis with small effect sizes, if you should be so inclined. On the other hand, good arguments can be made that excessive gaming behavior is very, very similar to excessive alcohol consumption, gambling or smoking - in regards to brain chemistry, slow drifting decline of societal function or even excuses made to the self. Thus, personally I treat gaming with the same seriousness as other potentially addictive things.
Hope that helps a bit, and good luck on your research journey. Maybe you even find some wider spanning reviews that are new, we live in a good era of terminating twenty-year studies :)
Do you have a source for that? In my anecdotal opinion, video games offer a refuge from the real life that can be helpful in depressions. It's addictive and causes addiction style issues, but that is another story.
That isn't so bad for solo play but most of my playtime is co-op games like Deep Rock or Vermintide and I am lucky to have an IRL friend group to play them with.
> Markedly diminished interest or pleasure in all, or almost all, activities most of the day, nearly every day
Depression could conceivably present as a person who loves video games but can't find the energy to play them anymore.
If someone was happy, they’re less likely to escape that world, unless they’re playing with the people they’re social with in reality not a gamer they play with, usually with local LAN or multiplayer it’s different than single player or playing with strangers.
I don't relate at all to anything you say about escapism. Depression doesn't mean hating the world and your circumstances. Most of my depressions came when I knew that objectively my life is great and I'm doing well. It's an internal total loss of joy that destroys the positive feedback loops that keep all of us motivated.
I don't think of games are more escapist than any other solo activity, like education or reading non-fiction or programming. It's just another type of joyful effortful focus. I don't forget myself and who I am and live in the game. I'm still me, playing the game.
Correlation with self reported well being could be applied to opiate use. Let’s try
> People have never used more prescription opiate medication and no stakeholders are worried that this activity might be bad. So far, research has not had adequate data to test whether these worries are justified and if policymakers should act to more heavily regulate opiates. We attempt to provide much-needed evidence with adequate data. Whereas previous research had to rely on self-reported opiate use, we collaborated with two drug companies, Purdue Pharma and Johnson and Johnson, to obtain user’s actual drug usage behavior. We surveyed users of Oxycodone and Dilaudid for their well-being, motivations, and need satisfaction during drugs and merged their responses with prescription data. Contrary to many fears that excessive drug prescribing will lead to addiction and poor mental health, we found a positive relation between drug use and affective well-being. Need satisfaction and motivations during use did not interact with high 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 drugs and mental health.
(Self reported surveys are not ever scientific I don’t know how they can say high standards and post this after)
> Another limiting factor on the confidence in our results is the low response rate observed in both of our surveys. It is possible that various selection effects might have led to unrepresentative estimates of well-being, drug usage, or their relationship. Increasing response rates, while at the same time ensuring samples’ representativeness, remains a challenge for future studies in this field.
IMO, everything in moderation. Video games are fine unless they dominate your life, in which case you’re probably overdoing it.
I'd even theorize that video games have become so popular because our brains need some sort of conflict and stimulation; now that we're sedentary and no longer concerned with daily survival and conflict with the natural world/other tribes.
In this particular case, they have only looked at two particular video games. And yet they claim that video game play is correlated with well-being.
I know that the title is technically correct but if you always have to resort to such cheap tactics to make your research seem relevant then the entire field should be put into question.
There is no way you'd find a paper in CS titled "An optimal solution to the Traveling Salesman Problem" when the paper has only solved a constrained, limited version of the problem.
I'm starting to wonder if correlational studies even produce better results than a random number generator.
Videogames are (based on choice) somewhat of an hybrid in intensity, giving me the possibility to slowly reduce the brain load, so that a simple activity afterwards is possible, without thinking about work.
A personal anecdote for me would be Smash Bros Melee which completely reshaped my teenage life by giving me a huge friend group that played the game, taking me out to local tournaments where I met plenty of new people and broke out of my asocial shell, giving me an appreciation for traveling when I went long distance to major tournaments, and helping me understand how rewarding it feels to tangibly improve at a skill that you've been working hard on which has helped me immensely when it came time to learn new skills in college.
Discussions of games being "good" or "bad" miss so many of these. Video games are another facet of life that you can do plenty with. Sure, there are awful, predatory games that exist to suck money and time out of the lonely, but there are games that exist to just have fun, games that teach actual valuable life lessons, and plenty of chances to use games to further your own life. Football is a good comparison because it is similarly meaningless on paper and easy to look down on (and I'll admit I used to do this myself), but it has absolutely changed the lives of uncountable people for the better in all sorts of ways. It really is more about how you use the tools that are given to you than the tools themselves.
Factorio was just too perfectly matched to my personality. Now I build things in real life.
Slower, harder, more complex, but genuinely satisfying.
They also say in the abstract that they found only a small positive relation between gameplay and well-being.
Stimulations are different, and you can see gaming influences like F1 wheels. https://www.mercedesamgf1.com/en/news/2019/03/how-does-an-f1...
Gran Turismo also helps drivers.
https://www.industrytap.com/worlds-best-gran-turismo-video-g...
https://drivemag.com/news/uk-policemen-use-gran-turismo-spor...
In particular, correlation goes both ways. Not only is "video game play positively correlated with well being", but so is "well being positively correlated with video game play".
If we go back to the 1800s and look at masters at Chess, Shogi or Go / Baduk, we'll see that they're all well-off individuals.
from last nights challenger cut off series... definitely correlated with wellbeing
I mean, except for Dark Souls.
If you are interested in this subject I recommend watching this video from Game Developer's Conference: "How the Industry Can Change the "Games Are Bad" Narrative" (27 minutes) [1]. It is commentary about current situation - how public opinion sees games and how change opinion to be it more based on actual data and facts.
Its regime would be more impressed with the finding, video games provide to strengthen the People's Republic of China's defense forces.
It doesn't care for the well-being of individuals. It cares for the well-being of the Chinese Nation.
(Especially if you ask a tobacco company.)