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Home Exclusive Mental Health

Nintendo just helped scientists blow up a major gaming myth

by Karina Petrova
October 9, 2025
in Mental Health, Video Games
A person playing a mobile game on a smartphone.

A person engaging with a mobile game on a smartphone at a wooden table.

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A new study investigating the connection between video game playtime and mental health has found no meaningful relationship between the two. The research suggests that the sheer amount of time a person spends playing games does not predict their life satisfaction, mood, or symptoms of depression. Instead, the findings, published in Royal Society Open Science, indicate that a player’s personal assessment of how gaming fits into their life is a much stronger indicator of their well-being than the hours they log.

The motivation for this research stems from a long-standing public and scientific debate over the effects of video games on mental health. Much of the discourse, from parental controls on consoles to national policies in countries like China, has centered on the idea that the quantity of time spent gaming is a primary factor influencing a person’s psychological state.

Nick Ballou of the University of Oxford and his colleagues recognized that this focus on playtime often relies on self-reported data, which can be highly inaccurate. People frequently struggle to recall their gaming hours correctly. Previous studies that used objective data, known as digital trace data, were often limited to a single game, which does not capture a person’s full gaming habits. The researchers aimed to overcome these limitations by obtaining data for all games played on a specific platform, providing a more holistic view of a player’s engagement.

To conduct their investigation, the researchers recruited 703 adults in the United States through the online platform Prolific. Participants first completed a screening survey to confirm they played games on a Nintendo Switch. Those who qualified were then guided through a process to share a unique, non-identifiable account code with the research team. This code was sent to Nintendo of America, which then provided the researchers with anonymized records of each participant’s playtime for all games published by Nintendo or its close partners.

This process yielded a massive dataset covering more than 140,000 hours of play across 150 different games. In addition to providing their game data, participants completed a series of established psychological surveys measuring their life satisfaction, current mood, depressive symptoms, and general mental well-being.

The study’s primary analysis focused on a common timeframe used in previous research: the two weeks leading up to the survey. The results showed no evidence that people who played more during this period had different well-being outcomes than those who played less. An additional hour of daily play was not associated with any significant change in life satisfaction, affect, depressive symptoms, or general mental health.

The statistical results were technically inconclusive, meaning the researchers could not definitively prove the complete absence of any effect. However, they concluded that any potential effect lasting more than two hours after gameplay is unlikely to be large enough to be practically meaningful in a person’s life.

Recognizing that the impact of gaming might operate on different schedules, the researchers also conducted an exploratory analysis across a wide variety of time windows. They examined the relationship between well-being and playtime accumulated over periods ranging from just one hour before the survey up to an entire year. This comprehensive look revealed a consistent pattern. Across all timescales, from the very short-term to the long-term, the amount of time people spent playing Nintendo games did not appear to be a predictor of their mental well-being.

There was a faint signal in the data suggesting that playing within one or two hours of completing the survey was associated with slightly higher reports of well-being. This could be interpreted in several ways. For example, people might feel better immediately after a leisure activity, or people who have the free time to play games right before a survey might simply be in a better situation than those who are busy with work or chores. Because very few participants had played so recently, the data was too sparse to support any strong conclusions about these immediate, short-lived feelings.

While playtime itself showed no connection to well-being, another factor emerged as highly significant. The researchers introduced a new measure they called “gaming life fit,” which asked players to rate whether their gaming habits supported or interfered with other important areas of their life, such as work, school, and social relationships. The study found a strong, direct link between this perception and mental health. Players who felt that gaming was a beneficial and well-integrated part of their lives reported substantially higher levels of well-being. This relationship was observed regardless of how many hours they actually played, suggesting that a person’s subjective experience of their hobby is more relevant than the objective time spent on it.

The researchers acknowledged some limitations to their work. A significant constraint was that their playtime data was incomplete. While they captured all activity for Nintendo-published games, they could not access data for third-party titles on the Switch, which accounted for 37% of the sample’s playtime. It is possible that games with different content or design could have different effects. The data was also limited to a single console. Participants reported playing on multiple platforms, so their Nintendo Switch activity represented only one piece of their total gaming engagement. A person who played little on the Switch may have played a great deal on a computer or mobile device.

The study sample was also specific, consisting of adults in the United States who were primarily casual players of Nintendo games. The average participant in the final sample played for about 1.4 hours per week on the platform. The findings may not be generalizable to younger players, individuals in other cultures, or highly engaged “hardcore” players who game for several hours each day. Finally, the well-being measures were collected at a single moment in time, which does not allow for tracking how changes in play might affect well-being from one day to the next.

Despite these limitations, the study challenges the prevailing idea that time is the most important factor in the relationship between video games and well-being. The findings suggest that a simple focus on screen time may be misplaced. For future research, the authors recommend shifting attention from the quantity of play to the quality of the experience. They propose that understanding why people play, the social contexts in which they engage, and how they feel gaming fits into their broader life is a more promising direction.

For clinicians, parents, and players themselves, this research suggests that a more useful conversation might center not on “how much” a person plays, but on how that play affects and integrates with the other important domains of their life.

The study, “Perceived value of video games, but not hours played, predicts mental well-being in casual adult Nintendo players,” was authored by Nick Ballou, Matti Vuorre, Thomas Hakman, Kristoffer Magnusson, and Andrew K. Przybylski.

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