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: https://journals.sagepub.com/doi/pdf/10.1177/2167702619859341
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: https://icd.who.int/dev11/l-m/en#/http%3A%2F%2Fid.who.int%2Ficd%2Fentity%2F1448597234
Browse Study (9 Pages):
** If you cant browse through the documents, hover your mouse over the pdf (above) and notice the up and down arrows in the bottom left, this will help you navigate the file **
A new research presentation has come out that paints an interesting depiction of American society in the 21 century, research figures that honestly astounded me. Conducted by the Entertainment Software Association (ESA) and comprising of a voluntary poll of 4,000 individuals across the US, researchers found that approximately 65% of all adults inside the United States (+18 years of age) currently admit to playing video games on a regular basis. For those of you whom might be mathematically challenged, this figure equates to roughly 164 million individuals.
Honestly, as someone who hasn’t played a video game in maybe 8 years now, the figures are far greater than I ever would have guessed. But that’s not all, researchers also discovered ….
– 60% of the 164,000,000 in the study play video games exclusively on their smart phones of devices.
– 40% of admitted games use traditional game consoles at home.
– Roughly 65 million Americans own a gaming counsel device.
– The game industry generated $43.4 Billion Dollars inside the United States in the calendar year 2018 alone
– The Top 3 games nationwide in order were Call of Duty: Black Ops III, Red Dead Redemption II and NBA 2K19
– Surprisingly, men only 54% of all gamers are males – 46% are females
– According to female games, the top 3 most popular video games are Candy Crush, Assassin’s Creed and Tomb Raider
– According to males, the top 3 most popular video games were God of War, Madden NFL and Fortnite.
– The number of reported gamers in the US increased 20% in 2019 from 2018, up 85% since 2015
Download Full Research Paper: http://www.theesa.com/wp-content/uploads/2019/05/EssentialFacts.pdf
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!
Download Full Study: https://royalsocietypublishing.org/doi/pdf/10.1098/rsos.171474
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