Video Games and College Mental Health

College students and video games tend to go hand-in-hand when there are things that one might do to avoid homework or to have a potential for nurturing psychological wellbeing. One study, “Positive effects of online games on the growth of college students: A qualitative study from China,” had 20 undergraduates from six universities play an online game called “Glory of Kings.” That study’s purpose was to understand why they were playing and focus on its positives. 

This study represents only a handful of those who routinely played the game and have played for more than a year. Each person had their own reasons for getting into the game, for example, relieving stress, or getting a unique sense of overcoming their shortcomings or understanding who they are. 

“For me, it provides an escape,” said Lautaro Cocher a Political Science major. “However, too much of a good thing can become bad.” 

Within each of the 20 people, there are those who improved upon their own ideas and their own behavior as well. For example, one person had more of a chance to interact with those who play and got better at communicating with others. 

On the flip side, “Video game disorder and mental wellbeing among university students: a cross-sectional study,” shows that out of those who reported on their gaming behavior and what they do, from 2,364 undergraduate students from Menoufia University in Egypt. The information was taken anonymously from students willing to participate. 

Throughout the questionnaire, the students responded to how gaming was affecting them and how they were doing in school. Many people had an average of 18.99 hours of gaming per week. Also, they had an average of 7.88 hours of sleep when they had done 18.99 hours of gaming. Most of the people who were asked were male and living in an urban environment, which in turn reflects availability of the video games and how often they would play. 

Within the gaming community, there are many different genres, including First Person Shooters, farming simulators, and turn-based strategy. In the thesis, “The Influence of Video Games on the Mental Health of College Students and Adolescents,” video games are on the rise, and they are continuing their journey for those who need it, or who just want to zone out for a bit and enjoy themselves. 

There are many different types of video games that someone would go to, for example, the Call of Duty franchise, famed for its violence and online multiplayer. Others include E-Sports, electronic sports, like NBA or WWE being on a console and being available for those who want to play with friends or competitively online. Those who play video games tend to prefer playing a specific genre or want to play with friends; especially if those friends just want to play Star Wars: The Old Republic. 

“I was a Star Wars fan,” said Stephen Merrills, a Creative Technology major. “It was a free to play game that I could play on my then computer without having to strain it to the point where I’d need a new one.” 

One main thing that makes people want to play may include the potential for enjoyment or having an urge to play. Many people who enjoy playing are passionate about what they do and want to play video games on a regular basis. 

Another thing that may make people want to play is addiction to certain things, like buying in game currency, or an intent that doesn’t reflect on what they want to do in game. This may turn into an obsessive passion where the person may not want to give up on what they are doing in the first place. 

Many college students who play may play in moderation and have a healthy balance between their lives in school and out of it. Others are addicted to the games because of the reward of playing for so long means better items in the game. For example, the Call of Duty series has something that may influence people to play more via battle pass, the more they play the more they are rewarded. 

Each person requires some sort of influence to play and to want to play. Those who can play and are willing to play, are going to play.