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Andrew K Przybylski

Andrew K Przybylski is a psychologist at the University of Oxford.[12]He specializes in research.[3]

Andrew Przybylski is a professor of psychology at the University of Oxford and is the Director of Research for the Oxford Internet Institute.[4]He is an experimental psychologist whose research focuses on applying psychological models of motivation and health to the study of how people interact with virtual environments, including video games and social media.[5]Last year, he co-authored a study published in the journal Psychological Science in which he examined the effect of screen-time on a sample of more than 120,000 British adolescents.[6]He questioned how scientific research is carried out and the quality of scientific rigour, both in academia and the video game industry.[7]He was the lead author of a 2013 study published in Computers in Human Behavior that determined when people are low in these three areas, they have high levels of FOMO.[8]In addition, he and Orben used a research approach called preregistration, which is considered a more robust way of testing hypotheses.[9]

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Oxford Internet Institute

Employer

  • 9

    Events

  • 883

    Mentions

  • 378

    Docs

Recent events

Playing games for long periods could make you ‘significantly happier,’ says Oxford study

For Plants vs. Zombies, EA offered study data on account playtime, achievements, and in-game emoticons used for the latter game, whereas Nintendo only offered playtime. Via BBC, Professor Andrew Przybylski, who led the study, shared some details on what Animal Crossing: New Horizons players expressed. He said that users who typically played for “four hours a day, every single day” felt “significantly happier” than those who didn’t. He also said that the results surprised him, as past studies had provided different results.[25]

11/16/2020

Event Date

Study Suggests 'Gaming Disorder' Is Not Real

"For the first time we apply motivational theory and open science principles to investigate if psychological need satisfactions and frustrations in adolescents' daily lives are linked to dysregulated-or obsessive-gaming engagement," according to study co-author Andrew Przybylski, director of research at the Oxford Internet Institute. More than 1,000 participants aged 14 to 15 completed surveys about their behavior, providing details about how long they spent playing video games, with whom they play, and whether they stream games over the Internet.[26]

10/24/2019

Event Date

Researchers say there’s no need to classify “gaming as a clinical disorder in its own right”

Earlier this year, the World Health Organisation voted to recognise ‘gaming disorder’ as a disease under the International Classification of Disease. The group’s discussions about taking that step had already proven controversial, and another recent bit of research suggests that the WHO’s official recognition of gaming disorder as a disease was a bit premature. “In light of our findings we do not believe sufficient evidence exists to warrant thinking about gaming as a clinical disorder in its own right,” lead researcher Andrew Przybylski says.[27]

10/21/2019

Event Date

References

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    Tes focus on... Computer games2018-11-01