New study shows gaming can actually improve your mental health

midian182

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In brief: Despite being more socially acceptable today than ever before, being a gamer can still carry a stigma associated with the stereotype of the unstable loner who never leaves their room. But a new study has shown what most of us already knew: that gaming can be good for your mental health.

The study, published in Nature Human Behaviour, was carried out by a team of health, behavior, and economic specialists in Japan. The aim was to discover the mental health impact of playing video games.

In 2018, the World Health Organization officially classified Gaming Disorder as a mental condition. It's an important topic in Japan, where the condition is sometimes linked to hikikomori, a severe example of social withdrawal where people, usually young men, isolate themselves in their bedrooms for months or years at a time.

The research was carried out during the height of the Covid pandemic, between 2020 and 2022, involving 97,602 people between the ages of 10 and 69 in Japan. A worldwide shortage of consoles due to supply chain disruptions at the time led to local retailers using a lottery system for those wishing to purchase PlayStation 5 and Nintendo Switch consoles.

Out of the overall study group, 8,192 people had been part of the lottery, with 2,323 people winning the chance to buy one of the consoles. The researchers used a round of five surveys: console ownership, gaming preferences, mental health, life satisfaction, and sociodemographic characteristics.

The bottom line was that owning one of the available consoles and playing games did benefit mental health. Those who were able to purchase one of Sony's or Nintendo's machines saw their life satisfaction score increase and their psychological distress decline. However, playing for more than three hours a day resulted in diminishing psychological benefits.

"Previous research has proposed mechanisms for both positive and negative effects of video gaming on mental well-being," researchers wrote. "Our study found that positive effects outweigh negative effects, resulting from both positive and negative pathways."

The researchers admit that the fact the study took place during the pandemic and lockdowns could have influenced the findings, but studies on the positive impact video games can have on players' mental health go back years.

We wrote about a decade-long study in 2013 that showed games don't affect children. Another study showed that playing violent games doesn't make you violent, and an Oxford study that found games don't affect your well-being no matter how long you spend playing them.

In a related story, the FDA recently cleared a subscription-based mobile game designed to help treat ADHD symptoms. Called EndeavorOTC, the game puts players in control of an intergalactic superhero on a hoversled who travels to distant planets to capture various 'Mystic Creatures' for a zoo. According to the website, 83% of participants saw clinical improvements in their ability to focus.

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a new study has shown what most of us already knew: that gaming can be good for your mental health....
Frankly, drawing broad conclusions from this study is absurd. A few points

a. It was an opt-in study, destroying the random sample basis and conducive to bias. The study explicitly warns with this caveat: "the potential underrepresentation of certain demographics or gaming behaviour subgroups due to non-responses might conceal effects"

b. The longest period of time effects were studied for was 18 months. For even highly-destructive addictions like alcohol and cocaine, positive psychological effects can outweigh the negatives for the first few months.

c. The period of time chosen was during Covid lockdowns, meaning the study was essentially attempting to determine what was worse: being shut in at home alone, or being shut in at home alone with a console. The study acknowledges this: "This period was marked by high levels of mental distress and reduced opportunities for physical activity62,63, which may influence our estimates. "

d. The study's strongest positive effects were for the family- and group-activity oriented Switch console; the PS5, with more frequent single-player usage, saw smaller positive effects and larger negative ones.

e. The study defined a "hardcore" gamer as anyone who played more than 1.5 hours per day, and didn't study at all those whose playtime increased by more than 4 hours/day.

f. Even the study itself acknowledged: " A statistically significant positive correlation between video gaming and psychological distress (PD) was found for two out of five estimates. (the other three found the same, but at a level that wasn't statistically significant."
 
That's why some people read.
Some people workout.
Some people just like to sit alone quietly.
Some people like to interact and talk with others.

You do what helps you recharge.

What a stupid study.
 
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Frankly, drawing broad conclusions from this study is absurd. A few points

a. It was an opt-in study, destroying the random sample basis and conducive to bias. The study explicitly warns with this caveat: "the potential underrepresentation of certain demographics or gaming behaviour subgroups due to non-responses might conceal effects"

b. The longest period of time effects were studied for was 18 months. For even highly-destructive addictions like alcohol and cocaine, positive psychological effects can outweigh the negatives for the first few months.

c. The period of time chosen was during Covid lockdowns, meaning the study was essentially attempting to determine what was worse: being shut in at home alone, or being shut in at home alone with a console. The study acknowledges this: "This period was marked by high levels of mental distress and reduced opportunities for physical activity62,63, which may influence our estimates. "

d. The study's strongest positive effects were for the family- and group-activity oriented Switch console; the PS5, with more frequent single-player usage, saw smaller positive effects and larger negative ones.

e. The study defined a "hardcore" gamer as anyone who played more than 1.5 hours per day, and didn't study at all those whose playtime increased by more than 4 hours/day.

f. Even the study itself acknowledged: " A statistically significant positive correlation between video gaming and psychological distress (PD) was found for two out of five estimates. (the other three found the same, but at a level that wasn't statistically significant."

You could also tack this onto the end:

g. "However, it is crucial to note that these results only reflect associations and do not necessarily elucidate causality." They only found correlations, no causation could be inferred. Which means the headline here at TS should be:

"New study shows gaming is associated with good mental health"

But that's kinda boring, eh?
 
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