Gaming and Me: Ellie Gibson speaks to Andrew Przybylski
Feb 21, 2023
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Ellie Gibson and Professor Andrew Przybylski discuss the impact of video games on mental health, debunking misconceptions and highlighting the benefits. They explore the historical scrutiny of games, parenting challenges, educational value, and the potential for gaming simulations to improve wellbeing and reduce anxiety.
Playing video games may not necessarily improve mental well-being unless gameplay time is significantly increased by 10 hours per day.
Public perception and scientific understanding of video games have not evolved much since the controversial game Death Race 2000 in 1976, despite advancements in the gaming industry.
Deep dives
No Significant Mental Well-being Impact Found from Playing Video Games
The study conducted by Professor Andrew Shabilski focused on examining how playing video games affects mental well-being. Despite the common belief that playing games may have benefits, the study revealed that in order to see a positive impact, one would need to significantly increase their gameplay time by approximately 10 hours per day. This challenges the notion that playing video games inherently leads to improvements in mental well-being.
Historical Context and Public Perception of Video Games
The podcast delves into the historical framing of video games and the public perception surrounding them. Referencing a 1976 controversial game called Death Race 2000, the discussion highlights the longstanding concern regarding video games and their potential negative influence. Despite advancements in the gaming industry, the public sentiment and scientific understanding of video games have not significantly evolved over the decades.
The Complexity of Assessing the Impact of Video Games on Behavior and Well-being
The conversation navigates the complex terrain of assessing the impact of video games on behavior. It touches upon the challenges of categorizing games based on their content, particularly concerning violence. The discussion emphasizes the difficulty in drawing direct correlations between playing video games and real-life behavior, showcasing the nuanced nature of studying the effects of gaming. Additionally, it highlights the need for a more comprehensive approach to evaluating the diverse experiences and potential benefits that gaming can offer.
Ellie Gibson has spent her life playing and writing about video games. It is a passion that she enjoys sharing with her son but as a parent she's become interested in the impact games play on the mind and behaviour. It's an emerging area of science and one that's frequently skewed by fevered debates about whether games are "good" or "bad". Ellie's theory is that exploring online worlds and connecting with one another through games is far more constructive than endlessly scrolling through social media, and it's a theory she explores with Professor Andrew Przybylski at the Oxford Internet Institute in the hope that he'll agree.
Producer: Toby Field for BBC Audio in Bristol
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