Playing Video Games Can Make You Happier, According To Studies

The consultant and the client can find a common basis through such shared interests and experiences. Unlike substance abuse and alcohol addiction, the ultimate goal of gambling addiction is often not to eliminate games once and for all, but to effectively control and reduce the time spent playing video games. The goal is to normalize behavior that does not interfere negatively and affects other areas of life and physical and mental health in general.

This deep immersion can divert attention from real-world stress, making it easier for players to reach deeply relaxed, even meditative playing states (Snodgrass et al., 2011b). While the positive benefits of playing WoW have been described, the amount of play can become problematic over time and become an important and influential factor in potential wellness results. Again, the amount of game has proven important in moderating the potential benefits of well-being (Durkin and Barber, 2002; Allahverdipour et al., 2010), making playing time an important consideration for improving wellness. There is little or no consensus among experts on the effects, positive or negative, that good video game consumption can have on mental health. Some expert studies make strong links between playing video games and improving mental well-being, while others find links between video games and depressive symptoms.

Practicing moderation around video game activity can limit negative mental health consequences; Casual video games have long been associated with a wide variety of physical and mental health benefits, including memory enhancement, healthy competition and stress reduction. In the same way that good participation in video games can strengthen ties with colleagues, promote teamwork and improve a personal sense of satisfaction, excessive video game play can negatively affect mental health. These negative effects of video games on mental health have led the World Health Organization to recognize the game’s disorder as legitimate addictive behaviors and a diagnostically identifiable disease. Read on to learn the effects of excessive games on the brain and how to keep playing video games without sacrificing your mental health. An effective way to develop a good relationship and trust with such customers, especially those who are resistant, is to carefully reveal any experience the counselor has with video games.

A report published in JMIR Serious Games magazine reviewed research into the impact of commercial video games on depression, anxiety and other mental health problems. He found that there is increasing scientific evidence supporting the potential of game art outsourcing (  video games to improve mental health outcomes, especially for people who do not have access to other types of treatments due to cost or location. That could give the world’s 2.7 billion players opportunities for great emotional welfare benefits.

This article fills a gap in literature by explicitly viewing upcoming research to investigate the positive results of the video game (Kutner and Olson, 2008; Allahverdipour et al. 2010). More than 95% of households with children under 18 have a video game play device and 94% of children between 6 and 15 years old and 90% of people between 16 and 25 years old play video games . Video games are no longer lonely as 70% of players play video games with others in the same room or online . There have also been changes in the game of women and in the 7 years from 2005 to 2011, the proportion of women has steadily increased from 38 to 47% with equal representation of female players for men who are expected to be on the hands . Therefore, any increase in mental health experienced by players can increase and be widespread. With the importance of the potential benefits of positive gameplay first, the following section describes upcoming research within the PERMA model

Since contemporary research provides examples of the benefits of games, the question becomes more about optimal game levels, the influence of factors such as gender, subgroups and associated experiences, and the interaction of certain genres over well-being. This document summarizes the state of research that connects video games and flowering, and examines the role of video games and technology in improving mental health and well-being. The goal is to develop understanding at the positive intersection of games and well-being, document evidence of the links between video games and positive mental health, and provide guidance on how to use other researchers in designing and using tools and games to improve mental health.

While playing, many things happen in the player’s mind, which often has a hidden meaning behind game interactions. As the world continues to develop and evolve around technology, video games will also continue to develop and evolve. Video game addiction has grown alarmingly in recent years and this trend is likely to continue. For this reason, concerns in the mental health community about video game addiction and the player population are growing.

As we rapidly evolve into technology and online environments in many aspects of our daily lives, video games will continue to develop exponentially and the growth of gaming communities will continue. Using games as a coping strategy for other underlying problems can lead to addiction as real life is replaced by virtual and more favorable. Research in this area will continue to develop, as will the emphasis placed by mental health professionals on this topic and the population. Increased awareness of internet gambling disorder and the struggle faced by this population is needed to promote mental health and well-being. Video game research should go beyond a “good-bad” dichotomy and develop a more nuanced understanding of the game of video games.

This stimulation reaches almost all parts of the human brain and leads to high-level thinking and the development of fine motor skills. With the intensity and complexity of each game comes quick analysis, thinking, strategy, learning to deal with stress and inductive reasoning followed by hypothesis tests . In other words, playing video games forces the player to deeply stimulate multiple different brain areas, leading to the development of a large handful of different useful tasks and dimensions of thinking. In addition, video games have been found to help people with mental disorders such as anxiety, depression, antisocial personality disorder, attention deficit hyperactivity disorder, post-traumatic stress disorder and Alzheimer’s disease. Games are also associated with obesity in teenagers, and the same would be plausible in adults if studied. This is due to the obvious phenomenon that when a teenager sits in front of a screen for hours every day, he doesn’t train much.

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