As per a new research from Oxford University, it is found that playing video games can impact positively on a person’s emotional well-being. The study conducted by the Oxford Internet Institute explored the links between objective playtime and well-being by specifically looking at the behavior patterns of Plants Vs Zombies: Battle for Neighborville and Animal Crossing and New Horizons players.
During the study, researchers questioned approx. 3,274 players to complete a survey planned to measure well-being and self-reported playtime. Also, they have asked them to note any motivational experiences which have occurred during their play sessions. After that those survey results were then combined with objective play data for the participants gathered by EA and Nintendo of America. This allowed the researchers to investigate the relation between actual game play behavior and subjective well-being.
Making use of that methodology, the study found that players who have experienced genuine enjoyment during playing came across with an extraordinary sense of positive well-being. They also noted that a player’s subjective experience during play can be a bigger reason for well-being as compared with the length of a play session. Although, the actual time spent for playing was also a small factor but it was a significant factor.
The director of research at the Oxford Internet Institute and lead author of the study, professor Andrew Przybylski said that “Our findings show video games aren’t necessarily bad for your health; there are other psychological factors which have a significant effect on a persons’ well-being. In fact, play can be an activity that relates positively to people’s mental health — and regulating video games could withhold those benefits from players,”
“Through access to data on peoples’ playing time, for the first time we’ve been able to investigate the relation between actual game play behavior and subjective well-being, enabling us to deliver a template for crafting high-quality evidence to support health policymakers. Experiences of competence and social connection with others through play could have a positive effect on their headspace”.