Video Games in Well-Being
Ja Lud
Created on February 26, 2022
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Third time's the charm...
Date: 13th of March , 2022
Student: Janne Ludwig, 13 T2 EngAdvisor: Mrs. Ruth Pregla
Video Games and Well-Being
Index
Sources
Video Games
Discussion
Theses
Well-Being
Introduction
Introduction
- Is the act of playing video games likely to increase a gamers agression?- What is responsible for the increase of one's well-being?
Previous Research
- central aspect of the state of physical, psychological and spiritual health - increasement goes with many benefits
Importance of Well-Being
- 40% of all people are involved- massive influence on economy, society, culture and media
Importance of Video Games
Not just a hobby
- Why the topic Video Games?- Why three diferent kinds of Well-Being?
Relevance of Video Games and Well-Being
t3
Playing video games is not generally connected to violent behaviors of those who play them.
t2
Playing video games satisfies the needs of gamers for well-being.
t1
Playing video games has positive effects on the psyche of those who play.
Theses
- visual and audial characteristics a game contains
- the plot a game is revolving to
Art / Graphics
- commonly used features in video game designing
Keyelements of Video Games
How we should understand Video Games
Challenge
- extent of interaction and control a player has in the game
Gameplay
- extent of difficulty a player is confronted with in the game
Story
Specific
- are widely considered as part of digital entertainment media- an electric game which is played on a computer or a consol, using the images and sounds the monitor is making as feedback
General
Video Games
39%
39%
63%
e.g. Battlefield 1, Apex Legends
Shooter
e.g. Mortal Kombat, Super Smash Bros.
Action Games
e.g. Tetris, Plants Vs. Zombies
Casual Games
- soucre of database: US american survey by ESA, 2021
Simulations and Sport
Action-Adventure
Multiplayer Online Battle Arena (MOBA)
Genres
Role-Playing (RPG)
Horror and Survival
Real-Time-Strategy (RTS)
Shooter (FPS)
Video Games
- enhanced prosocial behaviors- Teamwork gets promoted
Social
- enhanced problem-solving- relieve of stress- faster making of decision
Psychological
- better eyesight- better hand-to-eye coordination- better concentration
Physical
Video Games
Sideffects of Gaming
The Benefits
-soucre of database: US american survey by ESA, 2021
81 %
87 %
37 %
Collaboration Skills
Stress Relief
Problem Solving
Video Games
Anxiety
- people with depression tend to depress their negative emotions by playing video games
Depression
- by excessive playing, gamers often get distracted - causes to develop more anxious thoughts
- inability to recognize one's own emotions due their suppression- boys and men are affected more likely
Alexithymia
Sideffects of Gaming
Video Games
The drawbacks
Diagram linking supporting factors of aggression and violent video game exposure, 2019
And Video Games
- positive correlation between temporarily aggressive tendencies and violent video games- adolescents and teenagers especially susceptible- reinforcing factors were bad family environment, basic aggressive personality of the subjects and misleading convictions about aggression- limitations were self-reports as measurement method and no inclusions of other daily life events containing violence
Aggressive Behaviour
Video Games
Well-Being
Overview
And why you should care about it
- generally defined as a state of mental, physical and psychological health- fundamental sense of well-being makes dealing and overcoming problems more easier- depends on life quality, life satisfaction, social and economic circumstances, political system, etc.
- no single definition of well-being- depends on field of science how well-being will be defined- for example subjective and objective well-being, individual and environmental well-being, etc.
Variety
- true happiness comes from the active and beneficial interaction with people in different communities
Social Well-Being
- true happiness comes from the fulfillment of one's own goals and the solving of issues- is often addressed in SDT
Eudaimonic Well-Being
- true happiness comes from both the pursue of pleasure and the avoidance of displeasure, especially obligations
Hedonic Well-Being
Well-Being
- Assassin's Creed Odyssey, Ubisoft 2018
1. Video Games are not mandotory. 2. The difficutly a player is facing is free to choose.3. They itself are posing no consequences.
Well-Being
Hedonic Well-Being
- Gaming mainly for the enjoyment of the player- study found that interaction plays a crucial role in one person's happiness and curiosity- making a differcence builds self-conciousness and self-confidence- basic condidtions are generally given in video games due their huge possibilties to interact
Well-Being
- sense of belonging, given by friends, family, colleagues, etc.
Connection
- set of skills needed to master physical and psychological challanges
Competence
- control of one's issues, behaviours and life in total
Autonomy
Self-Determination Theory
- refers to a persons ability to live an independant life and make independant decisions- is connected to happiness, mental growth and well-being- fulfillment of three psychological needs necessary
- motivation for activities a person didn't get to chose freely, e.g. homework or jobs- contains pursueation of a goal, to fulfill a duty or to evade a state of unpleasure- extrensical rewards by doing an activity, e.g. money, acceptance, prestige, etc.- potentionally able to decrease one's self-determination
Extrensic Motivation
- no seperation between those two kinds of motivation- many actions contain both intrensic and extrensic motivations
- motivation for activities a person chose freely, e.g. hobbys- activity is important and self-rewarding, e.g. brings enjoyment or increases knowledge- boosts self-determination, yet very easy to dirsturb
Intrensic Motivation
Well-Being
- achieveable by playing games with multiple players- NPCs work as well
Connection
- variety of interaction and new challenges needed to provide satisfaction
Competence
- Gaming can satisfy need for independance if player is able to choose the majortity of options
Autonomy
Three Psychological Needs
In- and Extrensic Motivation
positive feedback in video games able to increase intrensic motivation- "Meta-rewards" as a new method of rewarding frequent gaming- looting weapons. materials and other resources is another way to boost extrensic motivation
Eudaimonic Well-Being
Well-Being
-Subnautica, Unknown Worlds Entertainment 2018
Well-Being
-soucre of database: US american survey by ESA, 2021
4,5 hours per week
23%
55%
53%
53%
Average hours spent playing with others in person
People who played more during the pandemic
Video Games provided more active connection
People who play with online only friends
People who play with their friends
Social Well-Being
- social capital as the main factor for benfical relationships- crucial for social trust, coordination and collaboration- Gaming mostly beneficial for preexisting relationships - more effective if players are physically near each other, e.g. in E-Sport teams
Well-Being
- preexisting aggressive tendecies of gamers will most likely increase by playing violent video games
- generally able to satisfy all pychological needs in order to create more subjective well-being
- physical, psychological and social benefits by playing video games- however, potential to become addicted is relativley high
t3
Playing video games is not generally connected to violent behaviours.
t2
Playing video games satisfies the needs of gamers for well-being.
t1
Playing video games has positive effects on the psyche of those who play.
Review on Theses
Dicussion
Question 1: Are video games "healthy"?Question 2: Should video games further be investigated in relation of health risks or benefits?Question 3: What is your personal experience video games?
Sources
Adair, Cam (2022): 11 Positive Effects of Video Games, Game Quitters, [online] https://gamequitters.com/positive-effects-of-video-games/ [abgerufen am 05.03.2022].Assassin's Creed Odyssey. Ubisoft Quebec, Playstation 4, Microsoft Windows, XBox One, Ubisoft 2018Cherry, Kendra (2021): How Does Self-Determination Theory Explain Motivation?, Verywell Mind, [online] https://www.verywellmind.com/what-is-self-determination-theory-2795387 [abgerufen am 12.03.2022].Makeham, Aimee (2021): What is wellbeing and why should I care?, Centre for Rural and Remote Mental Health, [online] https://www.crrmh.com.au/blog/what-is-wellbeing-and-why-should-i care/#:%7E:text=Research%20has%20shown%20that%20a,employment%20and%20personal%20lives4. [abgerufen am 05.03.2022].Pavlovic, Dwight (2020): Video Game Genres: Everything You Need to Know, Hewlett-Packard Store, [online] https://www.hp.com/us-en/shop/tech-takes/video-game-genres [abgerufen am 03.03.2022].Röhrle, Bernd (2018): BZgA-Leitbegriffe: Wohlbefinden / Well-Being, Bundeszentrale für gesundheitliche Aufklärung, [online] https://leitbegriffe.bzga.de/alphabetisches-verzeichnis/wohlbefinden-well-being/ [abgerufen am 27.02.2022].Samdo (2021): 2021 Essential Facts About the Video Game Industry, Entertainment Software Association, [online] https://www.theesa.com/resource/2021-essential-facts-about-the-video-game-industry/ [abgerufen am 12.03.2022].Subnautica. Unknown Worlds Entertainment, Nintendo Switch, Playstation 4, Microsoft Windows, XBox One, 2018Video Games and Mental Health Explained | Healthy Gamer (o. D.): Healthy Gamer, [online] https://www.healthygamer.gg/blog/video-games-and-mental-health-explained [abgerufen am 06.03.2022].Shao, Rong/Yunqiang Wang (2019): The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect, Frontiers, [online] https://www.frontiersin.org/articles/10.3389/fpsyg.2019.00384/full [abgerufen am 13.03.2022].What Makes a Good Video Game? (2020): Pluralsight, [online] https://www.pluralsight.com/blog/film-games/what-makes-a-great-game-the-key-elements-of-successful-games [abgerufen am 27.02.2022].
Thanks foryour attention
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