Szymon Olejarnik
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solejarnik.bsky.social
Szymon Olejarnik
@solejarnik.bsky.social
Comp Sci PhD candidate @HorizonCDT @dmuleicester on video games and wellbeing | GTA @imperialcollege | @UCL grad | Ex SpiersLab RA @UCLPALS | 🇵🇱🇬🇧 | 🏳️‍🌈
So we proved that player wellbeing is in fact multidimensional, spanning internal and external wellbeing! This is one of the first multidimensional measures of wellbeing for use in cyberpsychology. We now hope that our procedure is reproduced in the future.

[8/8]
September 11, 2025 at 12:52 PM
We then turned to "external wellbeing". Physical health only had a single measure removed, showing acceptable statistics as a measure. Life circumstances proved to be the best one, with very strong psychometric quality.

[7/]
September 11, 2025 at 12:52 PM
We first looked at social functioning, and it turned out to be a good measure with little removals taking place. Mental health proved trickier - we removed a lot of emotional wellbeing measures and all of emotional intelligence. But it was also a good measure!

[6/]
September 11, 2025 at 12:52 PM
We proposed that based on what's shown to be influenced by video games, wellbeing comprises 4 dimensions - social functioning, mental health, physical health and life circumstances. To test this, we carried out confirmatory factor analyses to refine the PMDWell framework.

[5/]
September 11, 2025 at 12:52 PM
But as mentioned before, no one in video game psychology tried to consider wellbeing as multidimensional. Even worse, we don't have a good practical measure of multidimensional wellbeing in video game psychology. This is why we constructed our own, starting at 77 items.

[4/]
September 11, 2025 at 12:52 PM
The relationships are quite mixed. Generally "healthy" players, those who play casually, benefit the most - better mental and physical health, and better life circumstances. The moment engagement becomes pathological, all these metrics nosedive.

[3/]
September 11, 2025 at 12:52 PM
The issue is the narrow focus of cyberpsychology on mental health - it dominated video game/wellbeing literature. But other branches of psychology, economics and policy consider other aspects, like physical health, finances and occupation.

[2/]
September 11, 2025 at 12:49 PM
Interesting how it turned out in the US. My local shops in the UK had stock on shelves, even though I pre-ordered. These seem to be gone now. Tariffs perhaps?
June 5, 2025 at 4:57 PM
Took one as well, about €55 per head with Ouigo. Renfe was asking for about €70-€100 for trains earlier in the day, so it was a no-brainer really.
April 24, 2025 at 4:52 PM
Wondering how the Madrid-Seville line is doing price and market wise. Last time I was shopping for tickets to Seville, they were as high as €100 per person in early April.
April 24, 2025 at 11:15 AM
Wychodzi drożej o 50zł niż zestaw z Mario Kartem w UK. Ałć.
April 3, 2025 at 12:23 PM
In that a pragmatic measure isn't going to tackle the root cause. Good for the Government, genuinely kudos for trying to look out for the youth. But it's like slapping a bandage on a bleeding aorta.
March 20, 2025 at 1:26 PM
Good thing is that parental control use is on the rise, at least since COVID. Bad thing is that kids are way smarter than we think. They'll get access to the Internet one way or another. A humorous tweet from way back when comes to mind:
March 20, 2025 at 1:24 PM
That's why more work and research on this is needed to develop solutions, instead of seemingly removing the cause of the problem. Ultimately this problem goes way back before Musk was relevant in the social media space - gore, violence and sensitive content was easily reachable on Twitter.
March 20, 2025 at 1:22 PM
Also does not help that the child can just return home and get access to social media. Not much changes. Removing phones from schools effectively brushes all the problems under the rug, effectively telling parents that schools want nothing to do with their child's social media activity.
March 20, 2025 at 1:16 PM
Not really, legislation and regulatory bodies are just lagging behind with no willingness to change that. Traditional media is heavily controlled by Ofcom. If there's an issue with programming, you can easily report it. With social media, you're at the platform's mercy to control content and access.
March 20, 2025 at 1:12 PM