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  1. 16 lis 2020 · In their study, the Oxford researchers looked at patterns of player behaviour for two popular video games. More than 3,270 players were asked to complete a survey designed by the researchers to measure well-being, self-reported play, and motivational experiences during play.

  2. 27 lip 2022 · Across six weeks, seven games and 38 935 players, our results suggest that the most pronounced hopes and fears surrounding video games may be unfounded: time spent playing video games had limited if any impact on well-being. Similarly, well-being had little to no effect on time spent playing.

  3. 21 mar 2024 · The COVID-19 pandemic led to concerns about increased time spent playing video games and potential impacts on mental health. In this meta-analysis, we synthesized studies to quantify changes in gaming time during the pandemic and examine its association with positive and negative mental health...

  4. 6 maj 2021 · We find that time spent playing games has increased for 71% of respondents, while 58% of respondents reported that playing games has impacted their well-being, with the overwhelming majority of responses indicating a positive impact.

  5. 1 paź 2016 · One area of concern around videogame play is the amount of time spent playing, which can be considered in two ways. Firstly, there is the question of how the amount of time spent playing impacts the player: do the positive or negative effects of game playing increase with more play?

  6. 16 lis 2020 · New research from Oxford University has delivered a surprising finding: time spent playing games is positively associated with wellbeing. The new study is the first of its kind.

  7. 17 lut 2021 · Histograms of actual play time (solid; top) and subjective estimates of play time (light; bottom) for both games. Small triangles indicate means over participants who had data for both variables.

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