scholarly journals Connection, meaning, and distraction: A qualitative study of video game play and mental health recovery in veterans treated for mental and/or behavioral health problems

2018 ◽  
Vol 216 ◽  
pp. 124-132 ◽  
Author(s):  
Michelle Colder Carras ◽  
Anna Kalbarczyk ◽  
Kurrie Wells ◽  
Jaime Banks ◽  
Rachel Kowert ◽  
...  
2021 ◽  
Vol 8 (2) ◽  
pp. 202049
Author(s):  
Niklas Johannes ◽  
Matti Vuorre ◽  
Andrew K. Przybylski

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.


2021 ◽  
Author(s):  
Matti Vuorre ◽  
David Zendle ◽  
Elena Petrovskaya ◽  
Nick Ballou ◽  
Andrew K Przybylski

Video game play has been framed both as protective factor and risk to mental health during the COVID-19 pandemic. We conducted an objective analysis of changes to video game play during the pandemic to provide an empirical foundation to the fractured discourse surrounding play and mental health. Analyses of millions of players’ engagement with the 500 globally most popular games on the Steam platform indicated that the quantity of play had dramatically increased during key points of the pandemic; that those increases were more prominent for multiplayer games, suggesting that gamers were seeking out the social affordances of video game play; and that play had become more equally distributed across days of the week, suggesting increased merging of leisure activities with work and school activities. These data provide a starting point for empirically grounded discussions on video games during the pandemic, their uses, and potential effects.


2020 ◽  
Author(s):  
Niklas Johannes ◽  
Matti Vuorre ◽  
Andrew K Przybylski

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 game time will lead to addiction and poor mental health, we found a small positive relation between game play and well-being. Need satisfaction and motivations during play did not interact with game 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.


Dreaming ◽  
2019 ◽  
Vol 29 (2) ◽  
pp. 127-143 ◽  
Author(s):  
Marc Sestir ◽  
Ming Tai ◽  
Jennifer Peszka

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