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Video games are a massively popular form of entertainment, socialising, cooperation, and competition.
Games’ ubiquity fuels fears that they cause poor mental health, and major health bodies and national
governments have made far-reaching policy decisions to address games’ potential risks, despite lacking
adequate supporting data. The concern-evidence mismatch underscores that we know too little about
games’ impacts on well-being. We addressed this disconnect by linking six weeks of 38,935 players’
objective game-behaviour data, provided by seven global game publishers, with three waves of their
self-reported well-being that we collected. We found little to no evidence for a causal connection be-
tween gameplay and well-being. However, results suggested that motivations play a role in players’
well-being. For good or ill, the average effects of time spent playing video games on players’ well-being
are likely very small, and further industry data are required to determine potential risks and supportive
factors to health.
Keywords: Video games; well-being; play behaviour; human motivation;
Billions of people play video games 1 and their popular- and relevant evidence to inform policymakers on whether to
ity has led public stakeholders to express concerns, but also regulate video games 8,9. However, current evidence doesn’t
hopes, about their effects on players. On the one hand, many meet these criteria and tells us little about the causal links
have sounded alarms about video games’ addictive qualities between video games and mental health 10,11.
and potential harm to players’ well-being, which has led to Why is current evidence inadequate? On the theoretical
far-reaching and widely contested health policy decisions 2,3. level, there are vastly different approaches to investigating
On the other hand, video games may help players relax and the effects of games. Researchers studying the psychology
recover 4–6; they even may serve as a treatment to some psy- of play highlight that games can help players try out differ-
chological disorders 7. Consequently, games have the poten- ent social roles, experience power in a safe environment, or
tial to affect well-being on a global scale, for good or ill. It experience a state of flow 12–16. Other approaches relying on
is therefore critical that researchers provide robust, credible, social learning have focused on how seeing violent behav-
iour rewarded can lead to real-world aggression 17—alt-
hough more recent studies found little to no link between
*MV, NJ, & AKP declare equal contribution to this work. game play and aggression 18–20. Earlier research traditions,
This research was supported by the Huo Family Foundation. The such as work focused on television, invoke the displacement
raw data and annotated analysis code supporting this work are hypothesis to explain the effects of media, taking for granted
available at https://osf.io/fb38n/. A public preprint of this work is the idea that engaging with media displaces face-to-face in-
available at https://psyarxiv.com/8cxyh. The authors declare no
conflicts of interest. The funder had no role in study design, data
teraction, leading to lower well-being 21,22. Yet again, recent
collection and analysis, decision to publish, or preparation of the studies find little to no evidence for the hypothesis nor that
manuscript. The industry partners reviewed the study design and newer forms of interactive media have larger effects over
assisted with play behaviour data collection and recruitment, but time 23–25. In contrast, research based on theories of human
had no role in collection of participant survey data, data analysis,
decision to publish, or preparing the manuscript. motivation indicates the reasons why people use technology
(i.e., quality of behaviour) is more relevant to their well-be-
Correspondence concerning this article should be addressed to ing than the amount of time they spend engaged (i.e., quan-
Andrew K. Przybylski, 1 St Giles, Oxford OX1 3JS, United King-
tity of behaviour). The extent to which play is enjoyable and
dom. E-mail: andy.przybylski@oii.ox.ac.uk.
intrinsically motivated rather than extrinsically motivated is
Preprint under review 2
Effects between play and well-being over time Our investigation wasn’t about these specific games; in-
stead, we considered them a sample from a broader universe
This study was designed to take the first steps toward
of games. Therefore, we summarised the RICLPM parame-
identifying the real-world causal impacts of game play on
ters across games with random-effects meta-analyses of the
well-being over time. We reasoned that potential effects
unstandardized cross-lagged parameters (see OSM for the
would play out in the time span of the study, potentially cu-
corresponding standardized parameters). We focused on un-
mulate over successive sessions of play, and that a two week
standardized parameters because they facilitate understand-
period would best represent the trade-off between allowing
ing magnitudes on the variables’ natural scales 48. For these
sufficient time for effects to manifest, but not long enough
meta-analyses, we assumed weakly informative prior distri-
for them to dissipate 43. Following this reasoning, we identi-
butions on the average effect (a normal distribution with
fied the following as the most plausible causal pathway: the
cross-lagged association between game play in the two
Preprint under review 5
time spent playing video games showed limited if any im- tically significant remains an open question for investiga-
pacts, positive or negative, on players’ well-being. This lack tion. That said, these results indicate that games on average
of an effect held across both aspects of well-being measured do not cause great fluctuations in psychological well-being.
here: how players feel and how they evaluate their lives. For the average player in our sample the data indicated the
Similarly, well-being had little to no effect on the time peo- subjective quality of play behaviour may be more important
ple spend playing video games. The best predictors of play- than quantity.
ers’ affective states and life satisfaction seemed to be their Previous studies of player well-being relied exclusively
previous affective states and life satisfaction, respectively, on self-reported behaviour. We studied actual behaviour and
with game play contributing little if at all. found exceedingly small effects. This contrast suggests that
We conclude the effects of playing are negligible be- if a self-report measure is biased, even a small amount of
cause they are very unlikely to be large enough to be subjec- bias might inflate estimates of the association between play
tively noticed. For example, Anvari and Lakens 49 demon- and well-being. In our supplementary analyses (see OSM),
strated that the smallest perceptible difference on the we found that participants on average overestimated their
PANAS scale, a measure similar to SPANE, was 0.20 (2%) play time. This finding underscores the importance of mov-
on a 5-point Likert-scale. We found that an hour per day in- ing beyond self-reports of play—or of at least better under-
crease in play resulted in 0.03 unit increase in well-being: standing error in self-reports 33.
Assuming linearity and equidistant response categories, the This study presents a first step in explicitly stating and
average player would have to play 10 hours more per day empirically evaluating the real-world causal effects of play-
than is typical for them to notice a change in their well-be- ing video games on well-being over time. We collected ob-
ing. Similarly, the meta-analytic model indicated 99.7% servational data, requiring us to state the assumptions under
probability that the effect of a one-hour daily increase in play which causality holds 51: the absence of time-varying con-
time on affect is too small to be subjectively noticeable (life founders, no selection bias, and a correct time lag. In our
satisfaction: 99.6%). Viewed in context, the effects of game main analyses, we were unable to control for other variables
play time we observed are small indeed, and in a range sim- that could potentially create a spurious relation between
ilar to other screen-based activities, such as those estimated game time and well-being 52,53. Figure 6 depicts how an un-
in social media research 50. known time-varying confounder (U) could bias the effect of
We also studied the roles of motivational experiences play on well-being. For example, the amount of leisure time
during game play. Conceptually replicating previous cross- people have might increase both their play now and their
sectional findings 26, we found that intrinsic motivations well-being at the next wave. This would bias a truly negative
have a positive effect on well-being whereas extrinsic moti- effect of play on well-being toward the null. Confounding
vations have a negative effect. The effects of motivations may be even more complex: More leisure time could also
were larger than that of video game play and our analysis mean more boredom, which increases play time, but de-
suggests we can be confident in the direction of these moti- creases well-being, which could bias a truly positive effect
vation effects. In absolute terms, the effect of a one-point of play toward the null. Although we account for some stable
deviation from a player’s typical intrinsic motivation on af- confounding by separating between-person characteristics
fect did not reach the threshold of being subjectively notice- from within-person changes 44, within-person changes in
able (0.10 estimate vs. 0.26 threshold). However, we cannot third variables may still lead to within-person confounds.
be certain a one-point increase (out of a seven-point scale) Without theoretical and empirical identification of these
is considered a large or a small shift—participants’ average confounds, our and future studies will likely produce biased
range on the intrinsic motivation scale was 0.36. Until future estimates of the underlying causal effects.
work determines what constitutes an adequate ‘treatment’,
these conclusions regarding motivations remain tentative.
Taken as a whole, our findings suggest that amount of
play does not, on balance, displace time which would other-
wise be allocated to more rewarding activities and thus un-
dermine well-being. By the same token, our results do align
with a perspective that the motivational quality of experi-
ences during play, on their own, may benefit their well-being
30
. The extent to which such an effect generalises or is prac-
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