It wasn’t the quantity of gaming, but the quality that counted…if they felt they had to play, they felt worse. If they played because they loved it, then the data did not suggest it affected their mental health. Players own their gaming data, which is accumulated by the platforms, and nearly 40,000 people gave permission for it to be used for this research. The access to real-time gaming data gave only a tantalising insight into the impact of gaming, though, says Professor Przybylski. Professor Przybylski explains, ‘About one billion people are playing video games worldwide.