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Abstract :
[en] In the past, research on video games has focused on negative gaming aspects and its potential risks, particularly regarding players’ well-being. Based on Seligman’s PERMA model (2011), which links the fulfillment of different factors (Positive Emotions, Engagement, Relationships, Meaning, Accomplishment) to flourishing mental-health, the present research examined positive video game effects on the different PERMA factors and well-being. It investigated how well-being varies across gaming-related factors such as different player types (i.e., High Performers, Casual Players, Highly Involved Players, and Crafters) and time spent playing video games. Additionally, gender differences were assessed for time spent playing, video game status, and genre preferences. In an online-survey, 963 active gamers provided self-reports about their gaming habits, player characteristics, and well-being. Time spent playing video games was not related to well-being. Furthermore, Highly Involved Players had the significantly lowest scores on PERMA factors and well-being, which may have meaningful implications for future research on problematic gaming. There were no gender differences in playing time or the importance of video games in players’ lives. However, there were some gender differences in genre preferences, with men preferring shooters and role-playing games, and women preferring more sandbox games or simulations. This is important as it suggests that the gender gap in active gamers may finally be closing, allowing women to benefit from the positive effects of video games just as much as men.