Skip to content
MyFreud

Video Games and Mental Health: What the Data Says

When researchers stopped asking players to estimate their hours and got the actual play data, the relationship between gaming and wellbeing nearly disappeared.

6 min read

Pop-art illustration of two people sitting side by side on a couch, each holding a game controller.

Key takeaways

  • Almost every study linking gaming to poor mental health measured play time by asking people to estimate it, and people are poor at that. The exposure at the centre of the whole literature was badly measured.
  • When Oxford researchers obtained real play data directly from games companies in 2021, time played was associated with slightly better wellbeing rather than worse. The effect was small.
  • A larger follow-up across roughly 39,000 players and seven companies found little to no evidence of a causal connection in either direction. The honest summary is that hours played is close to irrelevant for most people.
  • What did predict wellbeing was motivation. Playing because you want to looks different from playing to get away from something, and that distinction does more work than any number of hours.
  • Gaming disorder is a real diagnosis and it is uncommon. A meta-analysis put global prevalence at about 3 percent, falling to around 2 percent under stricter criteria, with men roughly twice as likely to meet it.

For most people, the number of hours spent playing video games tells you almost nothing about their mental health. That is not a hopeful framing of a worrying finding; it is what happened when researchers stopped asking players to estimate their play time and started getting the actual numbers from the games companies.

The reason it matters is that nearly every alarming headline about gaming rested on the estimate.

The problem was the measurement

Ask somebody how many hours they played last week and you will get a number. That number is not much use. Studies comparing self-reported screen and media use against logged use find the two agree poorly, and the error is not random: people who feel bad about an activity tend to overestimate how much they did it.

That single fact undermines a lot of research. If the exposure is measured badly, and the error correlates with the outcome you are measuring, you can produce a relationship out of nothing. Our overview of what screen time actually does covers the same problem in the wider literature, where the measured effects are much smaller than the public conversation assumes.

What happened with real play data

In 2021 a team at the Oxford Internet Institute did the obvious thing that nobody had been able to do before. Working directly with Electronic Arts and Nintendo of America, they obtained telemetry, meaning the companies’ own records of how long people actually played, and matched it to a wellbeing survey those same players completed.

The result, reported by Johannes, Vuorre and Przybylski, was that play time was associated with slightly higher wellbeing. [johannes-2021-telemetry] The effect was small, and the authors said so plainly rather than selling it. But the direction was the opposite of what most people expected, and it was measured properly for the first time.

And then it got smaller

The 2021 study covered two games. The follow-up was much bigger. Vuorre and colleagues worked with seven games companies and roughly 39,000 players, asking them to donate their play records, and tracked wellbeing over six weeks so that changes within the same person could be examined rather than differences between people.

The conclusion was that there was little to no evidence of a causal connection between time played and wellbeing in either direction. [vuorre-2022-unlikely] The effects were small enough that a player would need to put in implausible amounts of extra time to move their wellbeing by an amount anybody could notice.

This is the finding to hold on to, and it is less satisfying than either of the stories in circulation. Games are not quietly damaging most players. They are also not a treatment.

What did predict something

The same work found that motivations mattered. Play that satisfies somebody, that they chose and enjoy, sits differently from play driven by feeling obliged or by needing to be somewhere other than where you are.

That is worth taking seriously because it changes the useful question from how long to why. A person playing four hours because they are absorbed and it is their evening is in a different situation from a person playing four hours because stopping means thinking about work, and no hours-based rule can tell those two apart.

Is it the hours, or the reason?

Think about your last few sessions and tick what is true. This is a prompt for noticing rather than a test, and it produces no diagnosis.

0 of 5 ticked

Gaming disorder is real, and it is uncommon

None of the above means nobody is harmed. Gaming disorder is a recognised diagnosis, defined by impaired control over play, giving it increasing priority over other activities, and continuing despite clear negative consequences, typically over at least a year.

A meta-analysis by Stevens and colleagues put global prevalence at roughly 3 percent, falling to about 2 percent when stricter criteria were applied, with men around twice as likely to meet it as women. [stevens-2021-gaming-disorder] The authors later published a correction that nudged the headline figure slightly down, which is worth mentioning because it is the kind of detail that usually disappears between a paper and the coverage of it.

How common gaming disorder is, against everybody who plays Reported figures
~3% meet the criteria
  • Meet criteria for gaming disorder 3%
  • Everybody else who plays 97%
~2% when the bar is raised
  • Meet the stricter threshold 2%
  • Everybody else who plays 98%

Pooled prevalence from Stevens et al. (2021); the stricter-criteria figure is theirs. Category labels are ours.

Three percent is small and it is not nothing. On any large platform it is a great many people, and the fact that most players are fine is no comfort to somebody who is not. What the number does rule out is the idea that gaming is broadly harmful to the people who do it. If you are trying to work out whether it describes you, is my gaming a problem covers the question directly.

What this evidence does not establish

The telemetry fixed one measurement problem and left another. Play time is now accurate; wellbeing is still self-reported on a questionnaire, with all the usual limits.

Six weeks is a short window. Something that accumulates over years would not show up, and the authors were careful to say the design cannot speak to that.

The samples were overwhelmingly adults who agreed to donate their data, which is not a random slice of players, and the findings say very little about children.

And the data came from games companies, which is worth stating plainly. The mitigation is that the analyses were preregistered and the code published, so the work can be checked by people with no stake in the answer. That is a real safeguard rather than a formality, and it is still not the same as data collected independently.

What actually helps

Ask why rather than how long. The hours are the number everybody reaches for and the one the evidence keeps failing to find anything in.

Protect sleep before anything else. This is where gaming most reliably costs something, and it is not about the games: any absorbing activity that runs past midnight does the same damage. A fixed stop time does more than a time limit.

Notice what the play is instead of. Displacement is the mechanism worth watching. If play is replacing sleep, food, people or movement, that is the problem to name, rather than the play itself.

Prefer the social version where you can. Play with other people carries something solitary play does not, and it is one of the few variables here with a plausible mechanism behind it.

Watch the spending separately. Purchase mechanics inside games are a different problem with a different evidence base, and our piece on loot boxes and gambling covers why they are worth treating on their own terms.

When to seek help

Speak to a doctor or a mental health professional if you have repeatedly tried to cut down and could not, if gaming is costing you work, study, money or relationships and continuing anyway, or if it has become the only thing that reliably lifts your mood. Those are the features the diagnosis is built around, and none of them is a number of hours.

If you are having thoughts of harming yourself, treat that as urgent and contact your local emergency services or a crisis helpline.

How MyFreud can help

MyFreud tracks mood alongside what actually happened in your day, which is the only practical way to answer the question this article ends on. If your low days cluster around long sessions, the log shows it. If they cluster around short sleep regardless of what you were doing, it shows that instead, and that is a different problem with a different fix.

Download MyFreud and start today: App Store or Google Play.

Frequently asked questions

Are video games bad for your mental health?

For most people, on the current evidence, no. The largest study with objective play data found the association between hours played and wellbeing was so small it made no practical difference, and an earlier study using the same method found the relationship pointed slightly the other way. That is a statement about averages across large populations, and it does not mean gaming cannot be a problem for a particular person. It does mean the popular version of this claim is not supported by the best available data.

How many hours of gaming a day is too much?

There is no evidence-based threshold, and the research makes it fairly clear why nobody has found one. The 2022 study examined this directly across roughly 39,000 players and found the relationship between hours and wellbeing was effectively flat. What matters more is what the hours are displacing. Gaming that ends at a reasonable hour and sits alongside sleep, work and people looks very different from the same number of hours taken out of the night, even though the count is identical.

What is gaming disorder?

It is a recognised diagnosis describing gaming that has become impaired in control, takes priority over other interests and daily activities, and continues despite clear negative consequences, usually over at least twelve months. The important feature is that it is defined by loss of control and harm, not by hours. Somebody who plays a great deal and whose life is otherwise intact does not meet it, and somebody who plays less but cannot stop when it is costing them their job might.

Why do I feel worse after a long gaming session?

Several ordinary things cause that and none of them require the games to be harmful. Sitting still for hours has a physical cost. A session that runs late takes the hours directly out of sleep, which is the single most reliable route from any evening activity to a worse next day. And if the session was a way of not dealing with something, the thing is still there when you stop, which tends to arrive all at once. The feeling is real information; it is usually information about the circumstances rather than the medium.

Can video games actually help mental health?

The evidence supports a modest yes and does not support anything stronger. The 2021 telemetry study found play time associated with slightly higher wellbeing, and play that is genuinely chosen, socially connected and matched to your skill has the features psychologists associate with absorbing activity generally. What has not been shown is that gaming treats anything. It is closer to a reasonable leisure activity that suits some people than to an intervention.

References

  1. 1.Johannes N, Vuorre M, Przybylski AK ( 2021). Video game play is positively correlated with well-being. Royal Society Open Science. doi:10.1098/rsos.202049
  2. 2.Vuorre M, Johannes N, Magnusson K, Przybylski AK ( 2022). Time spent playing video games is unlikely to impact well-being. Royal Society Open Science. doi:10.1098/rsos.220411
  3. 3.Stevens MWR, Dorstyn D, Delfabbro PH, King DL ( 2021). Global prevalence of gaming disorder: a systematic review and meta-analysis. Australian and New Zealand Journal of Psychiatry. doi:10.1177/0004867420962851