"We found little or no evidence of a causal link between video games and well-being," reads this study, which followed nearly 40,000 gamers over the age of 18 for six weeks.

"For good or ill, the average effects (of video games) on player well-being are likely very small, and further data are needed to determine potential risks," argue the researchers whose work has been published. in the journal The Royal Society.

To study their well-being, players were asked about their emotions in daily life, including their level of happiness, sadness, anger or frustration.

The researchers also relied on playtime data provided by the developers of seven video games, from the simulation game "Animal Crossing" to the open-world car race "The Crew 2".

According to the study, the consequences of video games, whether positive or negative, would be perceptible only if a gamer played more than 10 hours a day.

These results contradict a study carried out in 2020, in the midst of a pandemic, by the same Oxford University which then concluded that playing video games could be good for mental health, unlike this one which reports an absence of link.

Video games, especially online games, are regularly accused of affecting the mental health of players, and previous studies have criticized the effect of too long gaming sessions on the youngest.

“One thing is certain: at present, there is not enough data and evidence for public authorities to develop laws and regulations aimed at restricting gambling among certain groups of the population,” said said Matti Vuorre, one of the authors of the new study.

"We know we need a lot more player data from a lot more platforms to be able to inform policy and advise parents and healthcare professionals," said colleague Andrew K. Przybylski.

© 2022 AFP