Author(s): Blanca Soriano, Jennifer Hernandez, Myrima Rychlik, Sara Awadalsayed, Vivian Vu
Mentor(s): Daniel Freedman, Social Work
AbstractAfter reviewing literature on the topic, we noted two major areas that called for further research and clarification, thus leading to our two questions of focus. Firstly, is there a correlation between the amount of time an individual spends playing video games and their psychological well-being? Secondly, is there a correlation between preferences in game genres and players’ psychological health? To answer these questions, data is currently being collected and participants have been providing data through an online survey created by the researchers via Qualtrics. Links to the online survey were posted on Reddit, a social news and discussion website, and distributed on Discord, an instant messaging social platform popular in many gaming communities. Posting locations ranged in focus on video games in order to ensure that gamers of diverse levels of dedication are included and exclusion criteria was limited to being under the age of 18.
In the survey, participants indicate their average daily and weekly gameplay time, most often played game genres, and complete two standardized psychological assessments, the Symptom Checklist-K-9 and the Brief COPE scale. Current participants are between 18 and 71 years old (the mean age is 26.88 years), 48 percent male, 47 percent female, and three percent non-binary or another gender. 38 percent of respondents in the sample identify as White (non-Hispanic/Latino), followed by 20 percent identifying as Hispanic/Latino, 17 percent as Black or African American, 14 percent as Asian, and 11 percent as mixed or another race. There is more racial diversity amongst our participants than tends to be seen in comparable studies, many of which were performed in Europe.
Current participants report playing video games an average of 15.92 hours a week. Bivariate analysis of the relationship between average gameplay time and psychological health will constitute a correlation test to calculate the correlation coefficient once all data is collected. Bivariate analysis of the relationship between preferred game genre and psychological well-being will constitute a t-test and the online application SPSS will be utilized to conduct these statistical tests to determine to what extent the variables are associated. Our sample reports playing video games even more often than many national statistics, highlighting the presence of games in the environments of American adults. Thus, this study will shed light on an under-researched area for assessment and intervention utilizing the person-in-environment perspective in mental health practice. We also hope the research will provide further clarification on whether there is a particular amount of hours or point at which gaming is significantly associated with poorer mental health outcomes.
One reply on “Exploring the Association Between Video Games and Psychological Health”
Very interesting. I am very curious about the results. I wonder if the information could be used to gamify methods to improve mental health?