<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Royal Society Open Science | Dylan Chiang</title><link>https://dylanchiang-dev.github.io/en/tags/royal-society-open-science/</link><atom:link href="https://dylanchiang-dev.github.io/en/tags/royal-society-open-science/index.xml" rel="self" type="application/rss+xml"/><description>Royal Society Open Science</description><generator>Hugo Blox Builder (https://hugoblox.com)</generator><language>en-US</language><lastBuildDate>Sat, 27 Dec 2025 00:00:00 +0000</lastBuildDate><image><url>https://dylanchiang-dev.github.io/media/icon_hu_982c5d63a71b2961.png</url><title>Royal Society Open Science</title><link>https://dylanchiang-dev.github.io/en/tags/royal-society-open-science/</link></image><item><title>Paper reading: Video game play is positively correlated with well-being</title><link>https://dylanchiang-dev.github.io/en/post/video-game-play-wellbeing/</link><pubDate>Sat, 27 Dec 2025 00:00:00 +0000</pubDate><guid>https://dylanchiang-dev.github.io/en/post/video-game-play-wellbeing/</guid><description>&lt;p>#paper information&lt;/p>
&lt;p>&lt;strong>Title&lt;/strong>: Video game play is positively correlated with well-being
&lt;strong>Journal&lt;/strong>: Royal Society Open Science
&lt;strong>Year&lt;/strong>: 2021
&lt;strong>DOI&lt;/strong>:
&lt;/p>
&lt;hr>
&lt;h2 id="research-background">Research background&lt;/h2>
&lt;p>The impact of video games on mental health has long been controversial. Many policymakers and parents worry that excessive gaming will lead to psychological problems (such as addiction, anxiety), but past studies often have a fatal flaw: &lt;strong>heavy reliance on participants&amp;rsquo; &amp;ldquo;self-reported&amp;rdquo; gaming time&lt;/strong>.&lt;/p>
&lt;p>Psychological research shows that humans tend to be very inaccurate in their estimates of their own behavior. In order to break through this limitation, the Oxford Internet Institute collaborated with game companies (Electronic Arts and Nintendo of America) to obtain actual game telemetry data from players.&lt;/p>
&lt;hr>
&lt;h2 id="research-methods">Research methods&lt;/h2>
&lt;p>The study was one of the largest and most methodologically rigorous of its kind at the time:&lt;/p>
&lt;ol>
&lt;li>&lt;strong>Sample Data&lt;/strong>:
&lt;ul>
&lt;li>&lt;strong>Plants vs. Zombies: Battle for Neighborville&lt;/strong> (Plants vs. Zombies: Battle for Neighborville)&lt;/li>
&lt;li>&lt;strong>Assemble! Animal Crossing: New Horizons&lt;/strong> (Animal Crossing: New Horizons)
*Total sample size N = 3,274 adult gamers.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;strong>Data type&lt;/strong>:
&lt;ul>
&lt;li>&lt;strong>Objective Behavioral Data&lt;/strong>: Record of actual game play time accurate to the second.&lt;/li>
&lt;li>&lt;strong>Subjective Psychological Questionnaire&lt;/strong>: Includes positive/negative emotional experience (SPANE) and psychological need satisfaction (PENS, such as autonomy, competence, and belonging).&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;strong>Analysis model&lt;/strong>: Use the original pre-registered analysis process to conduct correlation analysis between objective game time and subjective well-being.&lt;/li>
&lt;/ol>
&lt;hr>
&lt;h2 id="main-findings">Main findings&lt;/h2>
&lt;h3 id="1-game-time-is-positively-correlated-with-happiness">1. Game time is positively correlated with happiness&lt;/h3>
&lt;p>Contrary to the stereotype that &amp;ldquo;the more you play games, the less happy you are&amp;rdquo;, the study found that there is a &lt;strong>significant and small positive correlation&lt;/strong> between objective game time and player happiness. That is, in this sample, people who played games for longer periods of time tended to report higher levels of happiness.&lt;/p>
&lt;h3 id="2-quality-of-experience-is-more-important-than-length-of-time">2. &amp;ldquo;Quality of experience&amp;rdquo; is more important than &amp;ldquo;length of time&amp;rdquo;&lt;/h3>
&lt;p>From the perspective of explanatory power, players’ psychological needs in the game are not fully satisfied (such as whether they feel free and dominant, whether they feel connected to others), which is more predictive of happiness than simply the length of the game.&lt;/p>
&lt;h3 id="3-self-report-bias">3. Self-report bias&lt;/h3>
&lt;p>The study reconfirms that self-reported gaming time is only moderately correlated with actual recorded gaming time, confirming that past studies that relied on self-reporting may have had larger errors.&lt;/p>
&lt;hr>
&lt;h2 id="research-significance-and-inspiration">Research significance and inspiration&lt;/h2>
&lt;h3 id="1-challenging-the-foundations-of-policymaking">1. Challenging the foundations of policymaking&lt;/h3>
&lt;p>Many restrictions on games (such as time limits) are based on the assumption that &amp;ldquo;the longer the time, the greater the harm.&amp;rdquo; The results of this study raise doubts about this and suggest that policymakers should pay more attention to the content and experience quality of games rather than simply one-size-fits-all duration.&lt;/p>
&lt;h3 id="2-a-new-paradigm-for-industry-cooperation">2. A new paradigm for industry cooperation&lt;/h3>
&lt;p>This research demonstrates the huge potential for data sharing between academia and industry. By analyzing telemetry data that cannot be faked, psychological research can move from &amp;ldquo;memoir&amp;rdquo; to &amp;ldquo;empirical science.&amp;rdquo;&lt;/p>
&lt;hr>
&lt;h2 id="my-understanding">My understanding&lt;/h2>
&lt;p>Although this paper was published in 2021, its methodological significance is greater than the conclusion itself.&lt;/p>
&lt;h3 id="1-the-power-of-data-honesty">1. The power of “data honesty”&lt;/h3>
&lt;p>We often unconsciously glorify or demonize our own behavior. &amp;ldquo;I played maybe 2 hours&amp;rdquo; in the questionnaire might actually be 4 hours. The greatest value of this Oxford University study is that it uses cold but honest server logs to burst the bubble of subjective recall.&lt;/p>
&lt;h3 id="2-correlationcausality">2. Correlation\Causality&lt;/h3>
&lt;p>&amp;ldquo;Positive correlation&amp;rdquo; must be interpreted with caution. This does not necessarily mean that &amp;ldquo;playing games makes people happy&amp;rdquo;, it may also mean that &amp;ldquo;happy people have more time and mood to play games.&amp;rdquo; But at least it effectively refutes the determinism that &amp;ldquo;playing games will inevitably lead to unhappiness.&amp;rdquo;&lt;/p>
&lt;h3 id="3-games-as-the-third-space-in-the-digital-age">3. Games as the “Third Space” in the Digital Age&lt;/h3>
&lt;p>Especially in games like &amp;ldquo;Animal Crossing&amp;rdquo;, players socialize, build, and express themselves in the virtual world. This is not just entertainment, but a &lt;strong>digital social and emotional habitat&lt;/strong>. When the real world is full of uncertainty, games provide a safe haven that is controllable, feedback-laden, and can gain a sense of belonging, which in itself is a manifestation of psychological resilience.&lt;/p>
&lt;hr>
&lt;h2 id="related-resources">Related resources&lt;/h2>
&lt;ul>
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&lt;/li>
&lt;li>
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&lt;/ul>
&lt;hr>
&lt;p>&lt;strong>Reading date&lt;/strong>: 2025-12-27
&lt;strong>Notes organized&lt;/strong>: Dylan Chiang&lt;/p></description></item></channel></rss>