Between 2020 and 2022, a team of Japanese scientists took advantage of the pandemic to study the impact of video games on mental health. At the time, consoles like the Nintendo Switch and PlayStation 5 were out of stock, which led retailers to organize lotteries to assign available devices to consumers. “We surveyed over 8,000 people aged between 10 and 69. The idea was to find scientific evidence of the impact of video games, and to find out if the way we use them is good for our children,” explains behavioural scientist Hiroyuki Egami. This sample made it possible to compare people who acquired randomly distributed consoles with those who had not in a natural context rather than in a laboratory study. All of the respondents answered questions about their gaming habits and their level of psychological distress, which was evaluated on the Kessler Psychological Distress Scale.
For example, Switch consoles had a far more beneficial impact on adolescents than on other groups, while PS5s showed smaller benefits
Different results depending on age and gender
“When we compared respondents who had obtained a game console with those who had not, we found that console ownership, along with increased gameplay, significantly improved mental well-being.” Using a machine learning model, the researchers were able to evaluate this impact on each of the more than 8,000 people surveyed. “We were able to compare the impact on males and females, and on different age groups. For example, Switch consoles had a far more beneficial impact on adolescents than on other groups, while PS5s showed smaller benefits, but were associated with greater well-being among those in their thirties.” The researchers also discovered that the Nintendo Switch was more beneficial to the psychological health of females.
“We felt that previous studies were too simplistic, which is why we administered mental-health and satisfaction with life questionnaires over a prolonged period.” The researcher acknowledges that the positive impact of video games on mental health may have been amplified by the Covid-19 pandemic, which certainly led to people spending more time gaming. Given the limited opportunities for physical activity during the pandemic, the respondents were obliged to change their habits, which is why Hiroyuki Egami is hoping to continue his research with an investigation of the impact of video games on well-being in a less troubled period.
The cathartic effect of video games
For Michael Stora, the psychologist and psychoanalyst founder of the École des héros which offers help to young people addicted to gaming, “it’s clear that video games have a cathartic effect that may be closer to literature than to cinema.” Regarding studies that have linked violent games to real-life violence, he believes researchers should look at the bigger picture: « You have to consider that pathological behaviour has more to do with the context in which games are played than with violence on the screen. » Convinced that they can improve well-being, he has already treated violent behavioural problems with video games « that offer cultural and even artistic encounters ». Finally, he points out that bloggers have reported that certain games like Dark Souls III have helped players overcome depression.
People we quote
Hiroyuki Egami
Dr Hiroyuki Egami is an assistant professor at the Research Institute of Economic Science, Nihon University, Tokyo. His research focuses on human behaviour and digital technology, with an emphasis on the influence of video games on well-being and health economics. He spent a decade at the Bank of Japan, specializing in economic research before earning his Ph.D. in Advanced Policy Studies from the National Graduate Institute for Policy Studies (GRIPS). He also has degrees from the University of Chicago and the University of Tokyo.
Read moreMichel Stora
Michael Stora is a psychologist, psychoanalyst, expert on digital behaviours and the founder of the Observatoire des Mondes Numériques en Sciences Humaines [the Human Sciences Observatory of Digital Worlds]. He is a member of several interministerial committees and the author of several books, including Guérir par le virtuel, une nouvelle approche thérapeutique [“Virtual healing, a new therapeutic approach”] (Presses de la Renaissance, 2005) Hyperconnexion (Larousse, 2017) and Les réseaux asociaux [“Asocial networks”] (Larousse, 2021). In 2020, he founded the École des Héros, a centre for young people suffering from autism spectrum disorders and video game addiction.
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