Study: Does Heavy Gaming Manifest Negative Psychosocial Effects in Early Adolescents?

The results of a new study have just been made public by Oxford University, whom investigated whether or not heavy “gaming” or “online gaming” results in higher levels of mental illness, dysfunctional thinking, or other psychsocial problem in young adolescents – such as violence, social isolation or dystopia. To do this, researches studied a group of 1,004 self admitted gamers along with their care givers for period of a couple weeks. Of the 1,004 gamers studied, over half (525) stated that they played games at least 3 hours each and everyday. And of those, “over 55% showed at least one of the nine indicators for Internet Gaming Disorder, and even 23% showed at least three indicators.

Full Results from Study:

This means that, according to Oxford University, at least 1 in 4 (25%) adolescent gamers suffered from the effects of “gaming disorder” or “hazardous gaming” – as defined by the World Health Organization in 2017.

Definition of Gaming Disorder from WHO:


Browse Study (9 Pages):

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Oxford Study: Do Teenagers Whom Play Violent Video Games Go On To Lead More Violent Lives?

I don’t exactly consider myself a video game connoisseur, in fact I haven’t played a single one in maybe 8 years now? But in carrying out research for my previous article I accidentally stumbled down a small rabbit hole and found the following study from Oxford University dated February 2019. In it, researchers attempted to establish a correlation between violent video games played in youth to acts of violence, aggression and/or crime rates in civilian populations. Essentially, the study set out to discover the truth behind an age old question; do violent video game makes people inherently more violent?

Despite the hypothesis stating that “violent game play is linearly and positively related to carer assessments of aggressive behaviour,” much to the surprise of researchers, the “results did not support this prediction, nor did they support the idea that the relationship between these factors follows a nonlinear parabolic function.” Going on to directly state that “there was no evidence for a critical tipping point relating violent game engagement to aggressive behaviour.” The study itself followed the career paths and social behaviors of over 1,000 teenagers across the United Kingdom and Unites States whom openly admit to regularly playing violent video games on a regular basis. The study in its entirety, along with its abstract, is available via the resources provided below – enjoy!


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