Video game play is positively correlated with well being
People have never played more video games, and many stakeholders are worried that this activity might be bad for players. So far, research has not had adequate data to test whether these worries are justified and if policymakers should act to regulate video game play time. We attempt to provide much needed evidence with adequate data. Whereas previous research had to rely on self reported play behaviour, we collaborated with two games companies, Electronic Arts and Nintendo of America, to obtain players' actual play behaviour. We surveyed players of Plants vs. Zombies: Battle for Neighborville and Animal Crossing: New Horizons for their well being, motivations and need satisfaction during play, and merged their responses with telemetry data (i.e. logged game play) Contrary to many fears that excessive play time will lead to addiction and poor mental health, we found a small positive relation between game play and affective wellbeing. Need satisfaction and motivations during play did not interact with play time but were instead independently related to well being. Our results advance the field in two important ways. First, we show that collaborations with industry partners can be done to high academic standards in an ethical and transparent fashion. Second, we deliver muchneeded evidence to policymakers on the link between play and mental health.