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Time spent playing video games can be good for mental health, according to a new study by researchers at Oxford University. ... of time spent playing was a small but significant positive factor in ...
Parenting in 2024 – and soon, 2025 – is complex, but hopefully, it's worth the difficult conversations regarding video games and their positive potential with younger players, Quinn said.
Due to video games replacing physical activities, there appears to be a clear association between time spent playing video games and increased BMI in young children. [30] One such study produced data that indicated that boys who spend less than 1.5 hours on the television and playing video games, were 75.4% less likely to be overweight than ...
Power Play's main focus is on the influence that video games can have on society. The book expands upon the future benefits and opportunities that it can provide, and attempts to redirect current stereotypes of gamers and video games to expose the positive aspects that they bring to its users.
"Fear of missing out" can lead to psychological stress at the idea of missing posted content by others while offline. The relationships between digital media use and mental health have been investigated by various researchers—predominantly psychologists, sociologists, anthropologists, and medical experts—especially since the mid-1990s, after the growth of the World Wide Web and rise of ...
Obesity is a common result of spending great amounts of time on screens like a television, video games, a smartphone, or a computer screen. [28] Studies have shown that if the amount of screen time adolescents spend was limited, the likelihood of obesity can be reduced. [ 29 ]
[7] [failed verification] Others have theorized that there are positive effects of playing video games, including prosocial behavior in some contexts, [8] [9] and argue that the video game industry has been used as a scapegoat for more generalized problems affecting some communities. [10] [11] [12]
Furthermore, the effects of video games on adolescents are not proven to be universally negative or positive, most of the time they are influenced by factors such as the type of games played, the amount of time spent gaming, and the individual’s ability to balance gaming with real-world social interactions.