Video games: science denies the prejudices that weigh on players

by time news

Many ​times it is ‌related to video game‍ practice with isolation, anxiety or even with ‌an⁢ addiction, but a⁣ group of Argentine researchers demystified much ⁣of these prejudices⁢ thanks to a project⁢ that combines science with the‌ use of these games.⁢

A ⁣Conicet researcher found that⁣ the gamer population in Argentina is evenly distributed according‌ to gender and ⁣that the average​ age is more ⁤than ‌30 years, ​while​ ensuring that‌ “it is a great‌ myth” that the practice in itself is harmful.

“Is called moral panic when, in the face ​of technological innovations,⁤ fear arises of something bad happening, which has to do with uncertainty. However, Video games ⁤are opportunity and versatility. On ⁢the one hand, they can ⁤give answers to​ a lot of problems and, on the other, they are Super adaptable to⁢ a lot⁤ of needs. They ‌can be great allies,” explained Guadalupe ⁢de ⁤la Iglesia, Conicet researcher⁤ in⁤ the Department of Psychology ⁤at the⁣ University of Palermo⁤ (UP) and⁢ leader‍ of the initiative in dialogue ⁣with the CyTA Agency.

According to Power of Play, a ‍survey by the Entertainment Software Association of America of ‍nearly 13,000 players ages 16 and older in 12 countries⁢ including Australia, Brazil, Canada, France, Germany, Italy, ‍Japan, Poland, South Korea, Spain, the United Kingdom and the United States, 69% of people play for fun; 63% to pass the⁢ time and another 63% to relieve stress and⁢ relax.

In our country, according‍ to ⁢the‍ latest⁤ report from the Argentine Cultural Information System (SInCA), ​33% of the population‍ plays video games and most do it several times a week. The types of The most ‌chosen games are action, adventure, sports ⁣and puzzles like ​Candy Crush and Tetris.

In addition, De⁤ la Iglesia presented two studies throughout ‌2024. In the first, ⁢published in ‍the journal Psykhe, the researcher identified two​ groups‌ of gamers, one ‍of them ⁤is made up mostly of men ‍under ‌40 years oldwho preferred hardcore games, those more associated ⁣with the “gamer⁤ identity”​ (shooters, fighting, action/adventure, survival​ or strategy), and who were moderate or​ intense gamers.

Then, The second⁣ group was made up, to a greater extent, of women aged 40 years. or ‍more, ‌who preferred casual video games and who chose puzzles or word games.

On ⁢the other hand, in a study published in the Journal of Psychopathology and Clinical Psychology, the researcher examined the association between⁤ mental health, in terms of⁤ well-being and psychological symptoms,‌ and the use of video games, in terms ​of hours of use and types of‍ experiences. The sample was made up of two groups of Argentine‍ participants, one⁢ made up of 189 video gamers and ‍another of 91 non-gamer participants.

Video games and health


The ​World Health Organization (WHO) did not⁣ define specific parameters⁢ about how⁣ many hours it‌ is healthy to ‌wear video games up to date, although there is‌ a certain consensus that exceeding‍ three hours a day would be indicative that important activities are being left aside.

On the other hand, ‍the international health agency does ⁢recognize‍ that‍ there are many⁢ ways in which tTechniques widely used in video games can improve health. For example, to ‌help people with mental disorders or chronic pain.

The main conclusion of the work ‍is that there ⁤would be no significant differences in personality ⁤traitseven when⁤ controlled ⁣for age and gender, and that ⁢ improves cognitive⁣ abilities of those who play the right and necessary time.

THAT


Interview Between⁣ Time.news Editor and Guadalupe de ‍la Iglesia

Time.news Editor (TNE): ‌Good afternoon, Guadalupe! Thank you ⁣for ‍joining us today.⁢ Your ⁣research on video games has certainly sparked‌ a lot​ of‍ interest. Many people still hold onto some ​common ⁤myths about gaming being ‌harmful. ⁣Can⁣ you⁤ tell us‌ about your findings regarding the gamer population in Argentina?

Guadalupe de la⁣ Iglesia ⁣(GdlI): Good afternoon! Thank you for having me.‍ Yes,⁤ one of⁢ the most​ surprising aspects ‌of ​our research is that the gamer population in Argentina is quite diverse. It’s evenly distributed by ⁤gender and the average age is over 30⁤ years! This really challenges the stereotype that gaming is an ⁣activity for young⁢ boys.

TNE: That’s quite interesting! ‌So, you’re suggesting that gaming is not‌ just⁢ for teenagers or young adults?​

GdlI: Exactly. It’s a common misconception. Many people associate ​gaming with isolation or addiction,​ but our studies suggest that these narratives simplify a much more complex reality. Gaming ‍can ⁤be a social experience, a stress-reliever, and even a tool for learning⁤ and development.

TNE: You mentioned “moral ⁤panic”⁤ regarding technology and ⁣gaming. Can you explain​ that⁢ concept and how it relates to your⁢ findings?

GdlI: Sure! Moral panic occurs when society ⁤fears the‌ potential negative‍ impact of new technologies based on ⁣uncertainty. For example, with‍ the rise of video games, ⁣there has been a tendency ‌to ⁤focus on their possible dangers rather than​ their benefits. My research indicates that video games offer great opportunities—they’re adaptable and can be tailored to‍ meet various needs.

TNE: Fascinating! You cited a survey from the Entertainment Software Association of America indicating that ‍a significant percentage​ of players engage with games for fun ⁣and relaxation.‌ Are we seeing⁢ similar trends ‌here in Argentina?

GdlI: Indeed! According to the latest report from the Argentine‍ Cultural Information System, around 33% ⁣of ⁤the population plays video games regularly, and the most popular genres include ⁣action, adventure, and puzzle games.‌ People are‌ often⁣ playing to unwind and socialize, not just for competition.

TNE: You conducted two ⁤studies published recently. Can‍ you‍ give us​ a brief overview of what you ​found ⁢in those?

GdlI: Of course. In the ⁤first study, we identified two main gamer ‌groups. The ​first group consists mostly ​of men under 40 who prefer intense gaming experiences, ‌often linked to what’s termed the “gamer identity”—games like shooters‍ or survival games. The second group includes primarily women ‍over 40 who tend to prefer more ⁤casual games, showcasing a far broader gaming demographic than typically recognized.

TNE: That’s a brilliant insight! So,​ your research⁣ not only demystifies some misconceptions but also highlights the diversity in gaming preferences. What can we take away from your work regarding the future of gaming?

GdlI: I believe it’s​ essential to shift our perspective on ⁢video games. Rather than ⁢viewing them solely‌ as a ⁢source​ of concern, we should recognize their positive potential in fields like‍ education, socializing, and mental health support. With⁣ the right approaches, video games can‍ be allies ⁣in addressing various problems.

TNE: ​Thank you, Guadalupe, for sharing your insights with us‍ today. ⁤Your work is certainly paving the⁢ way for a new understanding of gaming culture!

GdlI: Thank you for having‍ me! It’s been⁤ a pleasure‍ discussing these important​ findings. I hope to see continued exploration of ‍the positive impacts‍ of gaming!

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