Villain or good guy?Playing video games can bring positive reflexes to mental health

A study by the University of Oxford points out that there is a positive link between games and the psychological well-being of users.Experts evaluate and book models

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Mental reflexes depend on the dynamics, goals, and missions contained in each game.

the game of Video game Can be positive for mental health Of the user.This is a study done by Oxford University, In England.Unlike common sense, which is particularly concerned about the impact of games on young people, a study published in November 2020. Shows that there is a small relationship Between the entertainment model and the mental well-being of the user, an even more sociable aspect. The study analyzed and understood the reflection of the game in the lives of 3000 adult players. game It creates a “social context,” which provides a rational alternative to living in society, explains psychologists Luis Maffle, PUC Minas, and PhDs in Psychology at the University of Geneva. “If you have some kind of cooperation and the game doesn’t show much competition between users, you can understand that this is an advantage because there is something that goes beyond the game to society. In this universe, this Enables contact and benefits mental health, “Mafle explains.

In 2018, World Health Organization (WHO) “Game addiction” is a behavior of addiction, even saying that addiction is classified as a disease. However, Oxford’s research shows the opposite scenario, which is preliminary but positive for stakeholders. So, in fact, Is the game good or bad for the player’s mind? Experts say that there is no single answer to the question, as psychoreflexes can vary from dynamics to dynamics, depending on the goals and missions contained in each phase and each gamification model. Psychologist Vanessa Gebrim has games that contribute to sociality, including user cognitive and memory skills, space skills, teamwork, and even decision making, which are shown by psychologists as alternative treatments. “It contributes to sociability and is very helpful in that sense, and while there are other factors that make video games useful, it’s very serious to say that it’s useful for mental health if not used properly. It can be harmful. If so, it becomes addictive, harmful to sleep and the body, and also causes fatigue and stress. “

In addition, it is important to note that this study analyzed users of two games that are considered “social.” Nintendo’s “Animal Crossing” and “Plants vs. Electronic Arts” Zombies “Developed without a violent personality, it minimizes the negative impact on the mental health of stakeholders. However, violent games tend to “desensitize people from society” and have different reflections in research. “People can catch that behavior [do jogo]I’m very worried that in the process of social learning, I want to recreate it in society, “points out psychologist Luis Maffle. In other words, Oxford Internet Institute research director Andy Przybylski admits that the findings don’t mean “all video games are good” or “all gamers are benefiting.” But the data is a science for understanding the true impact of the game on mental well-being. “The discussion about video games focuses on the fear that most gamers will be addicted, and our results disagree with that view. [Eles] Games can be an activity that is actively related to people’s mental health, suggesting that game regulation can maintain these benefits.

If the scientific result is positive, the rating is good even among game developers. Rogério Felix, Training and Game Development Director at ZION, a training school for game developers, says that games will take “another percentage”, leaving a mere fun role and becoming a platform for simulation, training, immersiveness and socializing. Is emphasized. “Several studies underway The ideal game can be run at the right time, in the right way, applied in the right way, and produce great results. The primary concern we have to take is to understand how to choose a game, the workload for this student to enjoy the game, and the culture of the family.Complete Felix.

Opposite: Warning to children

An Oxford study points out that the use of adult games can bring happiness to users, but experts say. Audience of children.. Experts in neuroscience and child development at Projeto Pigmeu Ana Macedo explain that the reflexes of the game can be reversed between children. According to her, in early childhood, the use of the screen should be disabled and the game should focus on “children’s movement, sound, cognition and social skills”. Among teenagers, there are concerns about the release of “addictive substances involved in the activation of rapid satisfaction systems” into the brain. This can lead players to a false sense of predictability and control in the virtual world as opposed to the real world. Causes frustration. “It’s hard to define the limit between fun and addiction,” begins Ana Macedo, who shows the best games in the moment of free time. “Choose games related to language development and discoveries in nature. These games will be more productive and will bring more certain and useful benefits to sound development,” he adds.

Another necessary note, and one of the greatest concerns of family and psychologists, is EscapismEspecially in adolescence. In other words, the user’s practice of using the game as an “escape valve” from reality is worrisome as it can limit the development of social skills and the distance from the family and the so-called “real world”. The situation. .. “We are very worried about the situation we have placed as a solution to avoid contact with society and the challenges that arise, because living in society always negotiates with us, re-adapts, and creates new skills. Also, hiding behind the game can limit development, so on the one hand the game can be positive, but if not moderate, it can be harmful. Yes, it’s useless for that person to make virtual contacts, but he doesn’t stop doing other things every day, “emphasizes psychologist Vanessa Gebrim.

Villain or Good Man: How to Evaluate?

In the expert’s view, two points need to be analyzed in order to assess whether the game is positive or negative for mental well-being. The style of the game and the age of the player. Psychologist Luis Maffle explains. “Some games offer sociability, some games offer competition, and some games improve individual skills. This is important for society as a whole. So, in each context, we Let’s see: Is this competition isolating him from society? Is it a game that seeks addiction to keep people trapped? How old are the people using the game? Is it a 7-year-old child or a teenager up to 14 years old? Is it a privilege for him to play the game or is it a social issue? It’s about how many games are created to keep people trapped in, avoid social contact, and maintain how old a person is, and these developments will be of higher quality to society. “

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