Study suggests that video games can generate family bonds

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56% of people indicated they consider playing with older and younger generations a tradition around the holidays

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Study suggests that videogames can build family bonds

38% of parents who responded to the survey indicated that they plan to play a video game is among the top 5 activities to do as a family.

With the growth of the video game industry Especially those who release digitally rather than physically, the holidays are a time when families can establish periods of play together.

A study by Xbox indicates that at least 40% of families plan to play a game with their children on a console in countries where the survey was conducted such as United States, United Kingdom United Kingdom, Australia, Germany or Mexico.

According to the study report, which was published on the official Xbox website, 38% of the parents who responded to the survey indicated that they plan to play a video game is within the top 5 of activities to do as a family.

Study suggests that video games can generate family ties

Xbox study reveals that families consider playing video games an activity they want to do during the holidays (Xbox)

Sense of tradition

In addition, the information revealed by the Xbox study indicates that 56% of the people who were surveyed believe that transmitting the habit of playing a video game in which they are included to the older and younger generations is a tradition enjoyed by all.

Furthermore, this activity is considered It can help to generate more bonds between different generations during the Christmas and New Year's Eve festivities. Children were the most chosen members as part of this tradition with 40%, while 21% said they plan to play with their parents.

The grandparents they don't stay on the sidelines either, as 5% of people surveyed indicated that they would play a video game with them.

Study suggests that videogames can generate family ties

56% of the people surveyed consider it a tradition to transmit the habit of playing a videogame in which the older and younger generations are included.

A way to release stress

On the other hand, the reasons why the family are encouraged to play a video game are diverse, although the most prominent is the need to “escape” from the real world and have time to help reduce stress. 54% of the people consulted gave this answer, while 46% stated that they prefer to review social networks for this purpose and 45% indicate that they consider it better to establish a habit of reading.

The study also indicates that 38% of people would rather play video games than use a game table (32%) or go out to do some other activity outside the home (34%).

This preference when generating a state of relaxation and without considering stress also explains why 30% of those surveyed indicate that they prefer to give a gift that the whole family can enjoy. Something that is possible thanks to the extensive catalogues of titles available on consoles. 71% of the people who were part of the consultation agree that this is important when choosing a gift.

Study suggests that videogames can generate family ties

40% of the people surveyed indicated that they would play a videogame with their children, while 21% stated that they would do so with their parents. (photo: DF)

Impact on the minds of young people

An investigation carried out by the Oxford The Internet Institute, from the University of Oxford in England, positively linked video games with mental and emotional health. The document indicates that this occurs especially if the well-being of the users is taken into account during the design process of a game.

A report by etermax Brand Gamification indicates that the 84% of gamers think that games can unite people with similar interests, 74% of parents play games with their children and 42% have met a very good friend or a girl couple through games.

For their part, 72% of users work better in gamified environments, for example, and the 81% believe that it helps build a sense of belonging. This means that brands and organizations can design actions that are related to gamification to reach their audience and create a close link .

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