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Scientists: Video games can affect mental health well
Comb the jokes about British scientists – Oxford University conducted a study on the influence of games on the well -being of users. The results will surely please gamers, but you should not rush with conclusions.
Academics interviewed more than 6,500 people who played the farmer simulator Animal Crossing: New Horizons and network action Plants vs. Zombies: Battle for Neighborville. According to the study, those who spent more time in the games more often positively spoke about their mental health.
As the head of the https://casinopalaceonline.co.uk/bonus/ study said Andrew Pshibylsky (Andrew Przybylski) is one of the first cases when scientists relied on real information about the time spent in the game – they agreed to provide access to it over 3,200 surveyed. Academics used to use information from the players themselves, and this information was poorly consistent with reality.
In an interview with BBC, the professor also emphasized that scientists did not establish a direct connection between playing time and the state of the psyche – we are talking only about the correlation. That is, if you spend four hours a day in Animal Crossing, The likelihood that you feel good is higher than that of a person who plays less often. But this does not mean that exactly Animal Crossing (or any other entertainment) makes you happy.
In addition, the study covered only two games, and this is entertainment for the whole family. Pshibylsky And his colleagues believe that a more thorough analysis will allow you to find manifestations of toxicity associated with games. In particular, two types of gaming motivation are mentioned-internal, when a person does something on his own initiative, and external, when he plays under pressure from game mechanic or other gamers.
Among other things, the purpose of the study was to increase the general bar in the field of studying video games. In an interview with The Guardian Pshibylsky Specked as follows:
Dear, important departments, such as the World Health Organization and the National Health Service [Great Britain], direct attention and resources to something that literally does not have quality data. I am shocked by the reputation risk, which everyone goes, given the bets. There is no sense in just going out and saying something in the spirit of “Hey, that thing that is fond of 95 % of adolescents? Yes, it causes dependence, and no, we have no data ".