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

一项针对日本青少年和成年人的研究探讨了在移动设备上玩电子游戏与幸福感之间的关系。

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Abstract

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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