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The relationship between playing video games on mobile devices and well-being in a sample of Japanese adolescents and adults

OBJECTIVES: In this study, I have tested the following hypothesis: Playing a mobile game for an appropriate length of time results in a stronger sense of happiness (well-being) than not playing at all. METHODS: I used the questionnaires data from 5000 participants. Well-being was measured using the...

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Autor principal: Yamaguchi, Shinichi
Formato: Online Artículo Texto
Lenguaje:English
Publicado: SAGE Publications 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9834791/
https://www.ncbi.nlm.nih.gov/pubmed/36643208
http://dx.doi.org/10.1177/20503121221147842
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author Yamaguchi, Shinichi
author_facet Yamaguchi, Shinichi
author_sort Yamaguchi, Shinichi
collection PubMed
description OBJECTIVES: In this study, I have tested the following hypothesis: Playing a mobile game for an appropriate length of time results in a stronger sense of happiness (well-being) than not playing at all. METHODS: I used the questionnaires data from 5000 participants. Well-being was measured using the three following indicators: the Positive and Negative Affect Schedule, satisfaction with life scale, and four-dimensional happiness indicator. I constructed a mathematical model for determining individual well-being. The variable of game playtime was split into two parts, and the split points were selected as the most applicable using Akaike Information Criterion to search for the appropriate length of time spent playing the mobile game. RESULTS: The results showed that mobile games were significantly and positively correlated with both positive and negative emotions. Playing a mobile game for 2 h or less each day was associated with a significantly higher satisfaction with life than not playing one at all. Further, well-being was significantly higher when there were no time limitations with regard to “relationship and gratitude” and when playing a mobile game for no more than 1.5 h each day with regard to “independence and my own pace” as compared to not playing one at all. Playing a mobile game for more than 2 h each day, however, resulted in lower well-being with regard to “self-realization and growth” and “positive frame of mind and optimism” as compared to not playing one at all. CONCLUSION: These findings indicate that playing a mobile game for no longer than 1.5 h each day results in higher well-being than not playing one at all. Conversely, playing a mobile game for more than 2 h each day significantly lowers some aspects of happiness but does not significantly affect the overall satisfaction with life.
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spelling pubmed-98347912023-01-13 The relationship between playing video games on mobile devices and well-being in a sample of Japanese adolescents and adults Yamaguchi, Shinichi SAGE Open Med Original Article OBJECTIVES: In this study, I have tested the following hypothesis: Playing a mobile game for an appropriate length of time results in a stronger sense of happiness (well-being) than not playing at all. METHODS: I used the questionnaires data from 5000 participants. Well-being was measured using the three following indicators: the Positive and Negative Affect Schedule, satisfaction with life scale, and four-dimensional happiness indicator. I constructed a mathematical model for determining individual well-being. The variable of game playtime was split into two parts, and the split points were selected as the most applicable using Akaike Information Criterion to search for the appropriate length of time spent playing the mobile game. RESULTS: The results showed that mobile games were significantly and positively correlated with both positive and negative emotions. Playing a mobile game for 2 h or less each day was associated with a significantly higher satisfaction with life than not playing one at all. Further, well-being was significantly higher when there were no time limitations with regard to “relationship and gratitude” and when playing a mobile game for no more than 1.5 h each day with regard to “independence and my own pace” as compared to not playing one at all. Playing a mobile game for more than 2 h each day, however, resulted in lower well-being with regard to “self-realization and growth” and “positive frame of mind and optimism” as compared to not playing one at all. CONCLUSION: These findings indicate that playing a mobile game for no longer than 1.5 h each day results in higher well-being than not playing one at all. Conversely, playing a mobile game for more than 2 h each day significantly lowers some aspects of happiness but does not significantly affect the overall satisfaction with life. SAGE Publications 2023-01-10 /pmc/articles/PMC9834791/ /pubmed/36643208 http://dx.doi.org/10.1177/20503121221147842 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by-nc/4.0/This article is distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 License (https://creativecommons.org/licenses/by-nc/4.0/) which permits non-commercial use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage).
spellingShingle Original Article
Yamaguchi, Shinichi
The relationship between playing video games on mobile devices and well-being in a sample of Japanese adolescents and adults
title The relationship between playing video games on mobile devices and well-being in a sample of Japanese adolescents and adults
title_full The relationship between playing video games on mobile devices and well-being in a sample of Japanese adolescents and adults
title_fullStr The relationship between playing video games on mobile devices and well-being in a sample of Japanese adolescents and adults
title_full_unstemmed The relationship between playing video games on mobile devices and well-being in a sample of Japanese adolescents and adults
title_short The relationship between playing video games on mobile devices and well-being in a sample of Japanese adolescents and adults
title_sort relationship between playing video games on mobile devices and well-being in a sample of japanese adolescents and adults
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9834791/
https://www.ncbi.nlm.nih.gov/pubmed/36643208
http://dx.doi.org/10.1177/20503121221147842
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