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      • While playing video games can be a fun pastime, and there are some potential benefits, there are health risks associated with too much gaming. They include repetitive stress injuries, vision problems, sleep deprivation, depression, and possibly addiction to playing.
      www.health.harvard.edu/blog/the-health-effects-of-too-much-gaming-2020122221645
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  2. Nov 16, 2020 · Our findings show video games arent necessarily bad for your health; there are other psychological factors which have a significant effect on a persons’ well-being. The study explored the association between objective game time and well-being, examining the link between directly measured behaviour and subjective mental health.

  3. These questions concern players, parents, policymakers and scholars alike: billions of people play video games, and if this activity has positive or negative effects on well-being, playing games might have worldwide health impacts.

  4. Dec 8, 2021 · There is a popular perception that video games are bad for our well-being – but the latest research shows that they also have the potential to make our lives healthier.

  5. Jul 27, 2022 · And, says Professor Przybylski, there was no difference in impact on mental health – whether game involved moving to a new town with talking animals, as in Animal Crossing, or taking part in a battle royal-style game, such as Apex Legends.

  6. Jul 27, 2022 · Policymakers, healthcare professionals and game developers urgently need to know if video games influence players' well-being. We provided evidence on the causal impacts of play on well-being using objectively logged game-play behaviour.

  7. Feb 17, 2021 · These questions concern players, parents, policymakers and scholars alike: billions of people play video games, and if this activity has positive or negative effects on well-being, playing games might have worldwide health impacts.

  8. In the short run, according to our results, playing video games may be a way to distract oneself from everyday hassles and may lead to positive affect while playing and a feeling of being connected to like-minded people, all of which are factors that have an immediate reinforcing value.

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