ArticleRoyal Society open science2021
Video game play is positively correlated with well-being.
Article in Royal Society open science, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 62 papers, 1 of them a synthesis that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
62 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Gaming motivations and gaming disorder symptoms: A systematic review and meta-analysis.Journal of behavioral addictions · 2022Pooled it
- Motivational Profiles of Adolescent Gaming and Their Associations with Psychopathology and Well-Being.Journal of youth and adolescence · 2026Article
- Entertainment Sedentary Time and Subjective Well-Being in College Students: A Moderation Model of Perceived Time Poverty.Behavioral sciences (Basel, Switzerland) · 2026Article
- Interspecies Relationships inAnimals : an open access journal from MDPI · 2026Article
- Mental Health Professionals' Views on Gaming to Inform Game-Based Interventions: Qualitative Cross-Sectional Study.JMIR serious games · 2026Article
- Three key lessons learned from over a decade of gaming disorder assessment research.Journal of behavioral addictions · 2026Review
- Intentional versus passive technology use patterns differentially predict attentional control and psychological well-being.Scientific reports · 2026Article
- Motives of Children for Digital Gaming and Physical Activity and Their Parents' Perceptions: Cross-Sectional Matched-Pair Study.JMIR pediatrics and parenting · 2026Article
- Bidirectionality Between Perceived Immediate and Long-Term Benefits and Losses and Internet Gaming Disorder Among Chinese Adolescent Gamers: Prospective Longitudinal Study.Journal of medical Internet research · 2026Article
- From screen to field: the impact of digital sports participation on leisure time satisfaction.BMC sports science, medicine & rehabilitation · 2026Article
- Red Box, Green Box: Psychometric evaluation of a self-report behavioral frequency measurement approach for behavioral addictions research.Addiction (Abingdon, England) · 2026Article
- Videogames for academic wellbeing: a biopsychosocial health psychology framework for university counseling and mental health promotion.Frontiers in psychology · 2026Article
- Social media use, gaming and quality of life among adolescents in Norway: results from the Young-HUNT study.Health and quality of life outcomes · 2025Article
- Understanding the game experiences and mental health of youth: protocol for the Game-in-Action Quebec cohort study.BMJ open · 2025Article
- OpenASO: RNA Rescue-designing splice-modulating antisense oligonucleotides through community science.RNA (New York, N.Y.) · 2025Article
- Understanding the interplay between video game design features and dysregulated gaming patterns: A call to anchor future research directions in interactionist frameworks.Addictive behaviors reports · 2025Review
- Non-compliance with and non-enforcement of UK loot box industry self-regulation on the Apple App Store: a longitudinal study on poor implementation.Royal Society open science · 2025Article
- Perceived value of video games, but not hours played, predicts mental well-being in casual adult Nintendo players.Royal Society open science · 2025Article
- Characterizing the cognitive and mental health benefits of exercise and video game playing.PloS one · 2025Article
- Proteus effect avatar profiles: Associations with disordered gaming and activity levels.Addictive behaviors reports · 2024Article
2 more citing papers are in PubMed but not listed here.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
People have never played more video games, and many stakeholders are worried that this activity might be bad for players. So far, research has not had adequate data to test whether these worries are justified and if policymakers should act to regulate video game play time. We attempt to provide much-needed evidence with adequate data. Whereas previous research had to rely on self-reported play behaviour, we collaborated with two games companies, Electronic Arts and Nintendo of America, to obtain players' actual play behaviour. We surveyed players of
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.