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Posted

It will vary based on the individual. Some will find it relaxing, others will feel an increase in anxiety, plus lots of other outcomes.

Posted

Good and bad are hopelessly subjective terms to use wrt qualitative judgements. They won't give you any meaningful answers, especially when used on a large set like people who play video games, or on states like "overall mental health". If you want a more specific answer, or any scientific answer, you need to ask more focused questions. 

Posted
5 minutes ago, Phi for All said:

Good and bad are hopelessly subjective terms to use wrt qualitative judgements. They won't give you any meaningful answers, especially when used on a large set like people who play video games, or on states like "overall mental health". If you want a more specific answer, or any scientific answer, you need to ask more focused questions. 

Understood.

Posted

Here are a couple of studies, one focused on certain negative aspects:

http://pediatrics.aappublications.org/content/early/2011/01/17/peds.2010-1353

Quote

Conclusion: This study adds important information to the discussion about whether video game “addiction” is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.

... and one focusing on possible benefits:

https://www.apa.org/pubs/journals/releases/amp-a0034857.pdf

Quote

Video games are a ubiquitous part of almost all children’s and adolescents’ lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of “gaming” has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits.

 

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