Study Shows Video Games Can Improve Mental Wellbeing

Contrary to popular belief, playing video games has a positive effect on mental health. Those involved also feel more satisfied with their lives in general.

By Kayne Andersen
gamer girl
Image: Malevus.com, CC BY 4.0

Since their introduction into our homes, video games have very often been seen as an evil responsible for many ills. Violence, isolation, stupefaction… This vision has fortunately evolved over time, especially since most recent studies show beneficial effects. Already, video games do not make people violent. “He was playing GTA” can no longer explain a mass shooting. Better yet: the activity promotes the brain development of children, while improving speed and decision-making.

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There are negative aspects of course. The phenomenon of video game addiction exists and it is indeed a mental illness recognized by the World Health Organization. But in the context of reasonable use, do they have a real impact on our mental health? This is what the authors of the study entitled “Causal effect of video gaming on mental well-being in Japan 2020-2022” wanted to know.

Playing Video Games Improves Psychological Wellbeing

In 2020, the Covid-19 pandemic and lockdown led to very strong demand for game consoles. As there were not enough stocks for everyone, Japan proceeded to a lottery to determine who would be allowed to buy a PlayStation 5 or a Nintendo Switch. The researchers took advantage of this to conduct their study with 98,000 people, including 8,200 lottery participants. It turns out that obtaining a console through this lottery reduces the psychological distress of individuals while improving the satisfaction they feel with their lives.

The research also shows that playing video games increases the overall psychological well-being of the participants. It is interesting to note that depending on the population, the type of console is important. Owning a PS5 has a greater effect on men (of all ages) and “hardcore” gamers, while the Switch is “slightly preferred” by women, again regardless of their age, as well as by people who had not played much before winning the lottery.

While this study helps change the general perception of video games, it must still be put into context. During the confinement period, the overall well-being of the population was lower than usual. The effects of video game practice may therefore have been exacerbated by this exceptional situation, even if the fact of having conducted the study until 2022 reduces this potential bias.

Source : Nature