Video Games and Well-Being
Student: Janne Ludwig, 13 T2 Eng
Advisor: Mrs. Ruth Pregla
Date: 13th of March , 2022
Third time's the charm...
Introduction
Well-Being
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3
4
Theses
5
1
6
Discussion
Video Games
Sources
Index
Relevance of Video Games and Well-Being
- Why the topic Video Games?
- Why three diferent kinds of Well-Being?
1
3
2
Not just a hobby
Importance of Video Games
- 40% of all people are involved
- massive influence on economy, society, culture and media
Importance of Well-Being
- central aspect of the state of physical, psychological and spiritual health
- increasement goes with many benefits
Previous Research
- Is the act of playing video games likely to increase a gamers agression?
- What is responsible for the increase of one's well-being?
Introduction
Theses
Playing video games has positive effects on the psyche of those who play.
t1
Playing video games satisfies the needs of gamers for well-being.
t2
Playing video games is not generally connected to violent behaviors of those who play them.
t3
Video Games
General
- are widely considered as part of digital entertainment media
- an electric game which is played on a computer or a consol, using the images and sounds the monitor is making as feedback
Specific
Story
- extent of difficulty a player is confronted with in the game
Gameplay
- extent of interaction and control a player has in the game
Challenge
How we should understand Video Games
Keyelements of Video Games
- commonly used features in video game designing
Art / Graphics
- the plot a game is revolving to
- visual and audial characteristics a game contains
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1
2
7
4
Video Games
5
6
Shooter (FPS)
Real-Time-Strategy (RTS)
Horror and Survival
Role-Playing (RPG)
Genres
Multiplayer Online Battle Arena (MOBA)
Action-Adventure
Simulations and Sport
- soucre of database: US american survey by ESA, 2021
Casual Games
e.g. Tetris, Plants Vs. Zombies
Action Games
e.g. Mortal Kombat, Super Smash Bros.
Shooter
e.g. Battlefield 1, Apex Legends
63%
39%
39%
The Benefits
Sideffects of Gaming
Video Games
1
2
3
Physical
- better eyesight
- better hand-to-eye coordination
- better concentration
Psychological
- enhanced problem-solving
- relieve of stress
- faster making of decision
Social
- enhanced prosocial behaviors
- Teamwork gets promoted
Video Games
Problem Solving
Stress Relief
Collaboration Skills
37 %
87 %
81 %
-soucre of database: US american survey by ESA, 2021
The drawbacks
Video Games
Sideffects of Gaming
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2
3
Alexithymia
- inability to recognize one's own emotions due their suppression
- boys and men are affected more likely
- by excessive playing, gamers often get distracted
- causes to develop more anxious thoughts
Depression
- people with depression tend to depress their negative emotions by playing video games
Anxiety
Video Games
Aggressive Behaviour
- positive correlation between temporarily aggressive tendencies and violent video games
- adolescents and teenagers especially susceptible
- reinforcing factors were bad family environment, basic aggressive personality of the subjects and misleading convictions about aggression
- limitations were self-reports as measurement method and no inclusions of other daily life events containing violence
And Video Games
Diagram linking supporting factors of aggression and violent video game exposure, 2019
- generally defined as a state of mental, physical and psychological health
- fundamental sense of well-being makes dealing and overcoming problems more easier
- depends on life quality, life satisfaction, social and economic circumstances, political system, etc.
And why you should care about it
Overview
Well-Being
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1
2
Well-Being
Hedonic Well-Being
- true happiness comes from both the pursue of pleasure and the avoidance of displeasure, especially obligations
Eudaimonic Well-Being
- true happiness comes from the fulfillment of one's own goals and the solving of issues
- is often addressed in SDT
Social Well-Being
- true happiness comes from the active and beneficial interaction with people in different communities
Variety
- no single definition of well-being
- depends on field of science how well-being will be defined
- for example subjective and objective well-being, individual and environmental well-being, etc.
- Gaming mainly for the enjoyment of the player
- study found that interaction plays a crucial role in one person's happiness and curiosity
- making a differcence builds self-conciousness and self-confidence
- basic condidtions are generally given in video games due their huge possibilties to interact
Hedonic Well-Being
Well-Being
1. Video Games are not mandotory.
2. The difficutly a player is facing is free to choose.
3. They itself are posing no consequences.
- Assassin's Creed Odyssey, Ubisoft 2018
- refers to a persons ability to live an independant life and make independant decisions
- is connected to happiness, mental growth and well-being
- fulfillment of three psychological needs necessary
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3
2
Self-Determination Theory
Autonomy
- control of one's issues, behaviours and life in total
Competence
- set of skills needed to master physical and psychological challanges
Connection
- sense of belonging, given by friends, family, colleagues, etc.
Well-Being
Well-Being
Intrensic Motivation
- motivation for activities a person chose freely, e.g. hobbys
- activity is important and self-rewarding, e.g. brings enjoyment or increases knowledge
- boosts self-determination, yet very easy to dirsturb
- no seperation between those two kinds of motivation
- many actions contain both intrensic and extrensic motivations
Extrensic Motivation
- motivation for activities a person didn't get to chose freely, e.g. homework or jobs
- contains pursueation of a goal, to fulfill a duty or to evade a state of unpleasure
- extrensical rewards by doing an activity, e.g. money, acceptance, prestige, etc.
- potentionally able to decrease one's self-determination
Well-Being
Eudaimonic Well-Being
positive feedback in video games able to increase intrensic motivation
- "Meta-rewards" as a new method of rewarding frequent gaming
- looting weapons. materials and other resources is another way to boost extrensic motivation
In- and Extrensic Motivation
Three Psychological Needs
Autonomy
- Gaming can satisfy need for independance if player is able to choose the majortity of options
Competence
- variety of interaction and new challenges needed to provide satisfaction
Connection
- achieveable by playing games with multiple players
- NPCs work as well
Well-Being
-Subnautica, Unknown Worlds Entertainment 2018
Well-Being
- social capital as the main factor for benfical relationships
- crucial for social trust, coordination and collaboration
- Gaming mostly beneficial for preexisting relationships
- more effective if players are physically near each other, e.g. in E-Sport teams
Social Well-Being
People who play with their friends
People who play with online only friends
Video Games provided more active connection
People who played more during the pandemic
Average hours spent playing with others in person
53%
53%
55%
23%
4,5 hours per week
-soucre of database: US american survey by ESA, 2021
Review on Theses
Playing video games has positive effects on the psyche of those who play.
t1
Playing video games satisfies the needs of gamers for well-being.
t2
Playing video games is not generally connected to violent behaviours.
t3
-
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- physical, psychological and social benefits by playing video games
- however, potential to become addicted is relativley high
- generally able to satisfy all pychological needs in order to create more subjective well-being
- preexisting aggressive tendecies of gamers will most likely increase by playing violent video games
Question 1: Are video games "healthy"?
Question 2: Should video games further be investigated in relation of health risks or benefits?
Question 3: What is your personal experience video games?
Dicussion
Adair, Cam (2022): 11 Positive Effects of Video Games, Game Quitters, [online] https://gamequitters.com/positive-effects-of-video-games/ [abgerufen am 05.03.2022].
Assassin's Creed Odyssey. Ubisoft Quebec, Playstation 4, Microsoft Windows, XBox One, Ubisoft 2018
Cherry, Kendra (2021): How Does Self-Determination Theory Explain Motivation?, Verywell Mind, [online] https://www.verywellmind.com/what-is-self-determination-theory-2795387 [abgerufen am 12.03.2022].
Makeham, Aimee (2021): What is wellbeing and why should I care?, Centre for Rural and Remote Mental Health, [online] https://www.crrmh.com.au/blog/what-is-wellbeing-and-why-should-i care/#:%7E:text=Research%20has%20shown%20that%20a,employment%20and%20personal%20lives4. [abgerufen am 05.03.2022].
Pavlovic, Dwight (2020): Video Game Genres: Everything You Need to Know, Hewlett-Packard Store, [online] https://www.hp.com/us-en/shop/tech-takes/video-game-genres [abgerufen am 03.03.2022].
Röhrle, Bernd (2018): BZgA-Leitbegriffe: Wohlbefinden / Well-Being, Bundeszentrale für gesundheitliche Aufklärung, [online] https://leitbegriffe.bzga.de/alphabetisches-verzeichnis/wohlbefinden-well-being/ [abgerufen am 27.02.2022].
Samdo (2021): 2021 Essential Facts About the Video Game Industry, Entertainment Software Association, [online] https://www.theesa.com/resource/2021-essential-facts-about-the-video-game-industry/ [abgerufen am 12.03.2022].
Subnautica. Unknown Worlds Entertainment, Nintendo Switch, Playstation 4, Microsoft Windows, XBox One, 2018
Video Games and Mental Health Explained | Healthy Gamer (o. D.): Healthy Gamer, [online] https://www.healthygamer.gg/blog/video-games-and-mental-health-explained [abgerufen am 06.03.2022].
Shao, Rong/Yunqiang Wang (2019): The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect, Frontiers, [online] https://www.frontiersin.org/articles/10.3389/fpsyg.2019.00384/full [abgerufen am 13.03.2022].
What Makes a Good Video Game? (2020): Pluralsight, [online] https://www.pluralsight.com/blog/film-games/what-makes-a-great-game-the-key-elements-of-successful-games [abgerufen am 27.02.2022].
Sources
Any questions?
Thanks for
your attention