Perceived value of video games, but not hours played, predicts mental well-being in casual adult Nintendo players DOI Creative Commons
Nick Ballou, Matti Vuorre, Thomas Hakman

et al.

Royal Society Open Science, Journal Year: 2025, Volume and Issue: 12(3)

Published: March 1, 2025

Studies on video games and well-being often rely self-report measures or data from a single game. Here, we study how 703 casually engaged US adults’ time spent playing for over 140 000 h across 150 Nintendo Switch relates to their life satisfaction, affect, depressive symptoms general mental well-being. We replicate previous findings that playtime the past two weeks does not predict well-being, extend these wider range of timescales (1 1 year). Equivalence tests were inconclusive, thus do find evidence absence, but results suggest practically meaningful effects lasting more than 2 after gameplay are unlikely. Our non-causal substantial confounding would be needed shift true effect observed null. Although was related players’ assessments value game time—so-called gaming fit—were. Results emphasize importance defining population interest, collecting one game, focusing players integrate into lives rather amount spent.

Language: Английский

The Effect of Psychological Needs Satisfaction on Protective Gaming Beliefs and Behaviors DOI
Mu He, Rushui Shan, Jiahui Lu

et al.

Journal of Media Psychology Theories Methods and Applications, Journal Year: 2025, Volume and Issue: unknown

Published: Feb. 4, 2025

Abstract: While substantial studies focus on risk and negative factors for problematic video gaming, the present study paid attention to protective positive that lead healthy gaming practice. Based self-determination theory (SDT), investigated whether psychological needs satisfaction may facilitate players’ adherence beliefs behaviors. With a survey among 737 game players, Study 1 observed association between 2 used writing technique promote satisfaction, players with enhanced autonomy competence need showed higher The findings imply autonomous motivation self-perceived can play role in SDT-based strategies help develop practical sustainable programs containing promoting health well-being.

Language: Английский

Citations

0

Perceived value of video games, but not hours played, predicts mental well-being in casual adult Nintendo players DOI Creative Commons
Nick Ballou, Matti Vuorre, Thomas Hakman

et al.

Royal Society Open Science, Journal Year: 2025, Volume and Issue: 12(3)

Published: March 1, 2025

Studies on video games and well-being often rely self-report measures or data from a single game. Here, we study how 703 casually engaged US adults’ time spent playing for over 140 000 h across 150 Nintendo Switch relates to their life satisfaction, affect, depressive symptoms general mental well-being. We replicate previous findings that playtime the past two weeks does not predict well-being, extend these wider range of timescales (1 1 year). Equivalence tests were inconclusive, thus do find evidence absence, but results suggest practically meaningful effects lasting more than 2 after gameplay are unlikely. Our non-causal substantial confounding would be needed shift true effect observed null. Although was related players’ assessments value game time—so-called gaming fit—were. Results emphasize importance defining population interest, collecting one game, focusing players integrate into lives rather amount spent.

Language: Английский

Citations

0