| Literature DB >> 33972879 |
Niklas Johannes1, Matti Vuorre1, Andrew K Przybylski1.
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' 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.Entities:
Keywords: human motivation; video games; well-being
Year: 2021 PMID: 33972879 PMCID: PMC8074794 DOI: 10.1098/rsos.202049
Source DB: PubMed Journal: R Soc Open Sci ISSN: 2054-5703 Impact factor: 2.963
Figure 1Histograms of central variables. The y-axis indicates counts of responses in each bin, scaled to the bin with greatest number of responses. Top frequencies indicate PvZ players' responses, bottom frequencies indicate AC:NH players' responses. Small triangles indicate means.
Figure 2Histograms of actual play time (solid; top) and subjective estimates of play time (light; bottom) for both games. Small triangles indicate means over participants who had data for both variables. The x-axis in this figure is truncated at 80 h to make the bulk of the values easier to discern. 65 AC:NH time values (7 [0.3%; max = 99.8] actual, 58 [1.0%; max = 161.0] estimated) were above this cut-off and are therefore not shown on this figure.
Figure 3(a) Relationship between the objective time played and participants' estimates of the time spent playing. Points indicate individuals, solid line and shade are the regression line and its 95%CI. The dashed line indicates a perfect relationship. (b) Relationship between the objective time spent playing, and well-being. (c) Relationship between participants' estimated time spent playing and well-being.
Figure 4Parameter estimates from multiple linear regression model predicting affective well-being. Parameters with a colon indicate interaction effects (e.g. autonomy:hours indicates the degree to which experiences of autonomy moderate the relation between play time and affective well-being). Error bars indicate 95%CIs.