Video games: Science denies bias against players

Video games: Science denies bias against players

2024-11-11 08:00:00

Often with Video game practice for isolation and anxiety Even addictive, but a group of Argentinian researchers demystify these biases Thanks to a project that combines science with the use of these games.

one Conisset Researcher Discover Argentina’s player population is evenly distributed By gender, the average age is over 30, while ensuring “it’s a great myth” is itself harmful.

“Called Moral panic when fear arises in the face of technological innovation Bad things happen, related to uncertainty. However, Video games are about opportunity and versatility. On the one hand, they can give Answers to many questions On the other hand, they are Very adaptable to many needs. They can be great allies,” explains Guadalupe de la Iglesia, Conicet researcher at the Department of Psychology at the University of Palermo (UP) and leader of the initiative for institutional dialogue with CyTA.

According to Power of Play, the American Entertainment Software Association conducted a survey of nearly 13,000 players aged 16 and above in 12 countries including Australia, Brazil, Canada, France, Germany, Italy, Japan, Poland, South Korea, Spain, the United States, the Kingdom and the United States. , 69% of people play games for fun; 63% play games to kill time Another 63% are for stress relief and relaxation.

In our country, according to the latest report of the Argentine Cultural Information System (SInCA), 33% of the population plays video games Most people do this several times a week. type The most popular games are action, adventure, sports and puzzle games Examples include Candy Crush and Tetris.

also, De la Iglesia presented two studies in 2024. In the first article published in the journal Psykhe, researchers found Two groups of gamers, one of which consists mainly of men under the age of 40who prefers hardcore games, who is more associated with a “gamer identity” (shooting, fighting, action/adventure, survival or strategy), and who is a moderate or intense gamer.

Then, The second group consisted mainly of women aged 40 years. Or more, who prefers casual video games, who choose puzzles or word games.

On the other hand, in a study published in the Journal of Psychopathology and Clinical Psychology, researchers examined The connection between mental health and well-being and psychological symptoms, as well as video game use, including duration of use and type of experience. The sample consisted of two groups of Argentine participants, one consisting of 189 video game players and the other consisting of 91 non-gamers.

Video games and health

World Health Organization (WHO) No specific parameters defined How many hours of wearing is good for health? video games To date, despite a certain consensus More than three hours per day would be indicative Important activities were put on hold.

Video games: Science denies bias against players

On the other hand, international health agencies do recognize that disease can be prevented in a variety of ways.Technology widely used in video games can improve health. For example, helping people with mental disorders or chronic pain.

The main conclusion of this work is Personality traits do not differ significantlyeven after controlling for age and gender, and Improve cognitive abilities Those who play at the right and necessary times.

That


1731315427
#Video #games #Science #denies #bias #players
**Interview with Guadalupe de la Iglesia: Demystifying Video Games and Mental Health**

*Date:​ November 11,‌ 2024*

**Editor:** Today, we have​ the pleasure⁤ of speaking with Guadalupe ⁤de la Iglesia, ⁤a⁤ researcher‌ at Conicet and a prominent figure in the exploration of⁣ video games and mental health. Thank you for joining us, Guadalupe!

**Guadalupe⁢ de la Iglesia:** Thank⁤ you for having me. It’s a‍ pleasure to discuss this ‌important topic.

**Editor:** Your recent ⁢studies reveal⁤ some intriguing insights about⁣ the Argentinian gaming population. Can you ‌share what you found regarding the demographics of gamers in Argentina?

**Guadalupe de la Iglesia:** Absolutely.​ We discovered that the gamer population in ⁤Argentina is evenly distributed by gender, with an average age of over 30 years. This challenges the stereotype that video gaming is primarily for younger males,‍ highlighting ⁢a much broader​ demographic engaging with these games.

**Editor:** That’s fascinating! You ​mentioned that there​ is a‌ prevalent myth‌ about video games being ​solely addictive and harmful. Can you elaborate‌ on this?

**Guadalupe de la Iglesia:**⁤ Yes,‌ this myth often leads to moral panic surrounding ​technology. While it’s true that excessive gaming can lead to ⁤issues, ‍we emphasize that video games also present opportunities. They can⁣ be versatile tools for relaxation, ⁤social connection, and even stress relief. Our studies ‌show that many players engage with games ‌to unwind, with 63% playing specifically ‌for stress⁤ relief.

**Editor:** The ​findings ​from your⁣ studies‌ suggest that video games ‌can be ⁤beneficial for mental health. How do you see them ‍as allies in addressing issues like ‌isolation and anxiety?

**Guadalupe de la Iglesia:** Video games ⁤offer a unique way to connect with others, especially for those who might feel isolated. They can ⁢provide not ‌just entertainment but also community engagement through multiplayer experiences. Moreover, many games encourage problem-solving and cognitive​ skills,⁢ which can be very constructive during stressful times.

**Editor:** What types⁤ of games are currently most popular ⁤among Argentinian gamers?

**Guadalupe ⁤de la Iglesia:** The most popular genres include‍ action, adventure, sports, and puzzle games. Titles like​ Candy ⁣Crush and Tetris are widely played, which shows a⁤ preference for casual​ gaming, particularly among older demographics, especially women over 40.

**Editor:** ‌Your research is certainly enlightening. ‍What’s⁢ next for your team in this field of study?

**Guadalupe de la Iglesia:** We plan ‍to continue‍ exploring the diverse motivations ‌behind gaming across ⁣different demographics and how these experiences impact ​mental health. We want ⁤to further⁤ understand how we can leverage ⁤the positive aspects of gaming to foster community and support mental well-being.

**Editor:** Thank you for sharing your insights, Guadalupe. It’s refreshing to see a more nuanced perspective on video games and their role in our lives.

**Guadalupe de la Iglesia:** Thank you! It’s vital that we continue to have these conversations and shift the narrative⁢ around‍ video gaming.

**Editor:** Absolutely. ⁢We look forward to your ‌future ‍research.

Leave a Replay