2021
DOI: 10.1098/rsos.202049
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Video game play is positively correlated with well-being

Abstract: 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' actua… Show more

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Cited by 192 publications
(176 citation statements)
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References 77 publications
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“…Only TV and music use vs. nonuse on the within-level showed a small positive effect on affect. The results stand in contrast to public opinion, where reading a book is valued highly, but playing video games considered a pointless pastime (Johannes, Vuorre, & Przybylski, 2021;Orben, 2020).…”
Section: Discussioncontrasting
confidence: 79%
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“…Only TV and music use vs. nonuse on the within-level showed a small positive effect on affect. The results stand in contrast to public opinion, where reading a book is valued highly, but playing video games considered a pointless pastime (Johannes, Vuorre, & Przybylski, 2021;Orben, 2020).…”
Section: Discussioncontrasting
confidence: 79%
“…The self-reported estimates of time spent with a medium we relied on will be almost certainly a noisy measure of true media engagement (Johannes, Vuorre, & Przybylski, 2021;Parry et al, 2020). By contrast, we believe self-reports of use versus nonuse in a one-week period have lower measurement error, simply because there are fewer biases in retrieving exact estimates of the behavior compared to a dichotomous yes/no retrieval.…”
Section: Discussionmentioning
confidence: 97%
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“…Zhu (2020) states that the game, as a social interaction platform, helps players to reduce their levels of anxiety and depression, by bringing spiritual comfort, calmness, and peace. Johannes et al (2021) support this notion by analyzing self-reported and telemetry data about playing time, to confirm that there is a significant positive relation between ACNH game time and players' well-being.…”
Section: Introductionmentioning
confidence: 81%