On 28th November OxTalks will move to the new Halo platform and will become 'Oxford Events' (full details are available on the Staff Gateway).
There will be an OxTalks freeze beginning on Friday 14th November. This means you will need to publish any of your known events to OxTalks by then as there will be no facility to publish or edit events in that fortnight. During the freeze, all events will be migrated to the new Oxford Events site. It will still be possible to view events on OxTalks during this time.
If you have any questions, please contact halo@digital.ox.ac.uk
Chair: Rebecca Sheriff
Video games are a massively popular form of entertainment, socialising, cooperation, and competition. Games’ ubiquity fuels fears that they cause poor mental health, and major health bodies and national governments have made far-reaching policy decisions to address games’ potential risks, despite lacking adequate supporting data. The concern-evidence mismatch underscores that we know too little about games’ impacts on well-being. We addressed this disconnect by linking six weeks of 38,935 players’ objective game-behaviour data, provided by seven global game publishers, with three waves of their self-reported well-being that we collected. We found little to no evidence for a causal connection be- tween gameplay and well-being. However, results suggested that motivations play a role in players’ well-being. For good or ill, the average effects of time spent playing video games on players’ well-being are likely very small, and further industry data are required to determine potential risks and supportive factors to health.