TY - UNPB
T1 - Perceived value of video games, but not hours played, predicts mental well-being in adult Nintendo players
AU - Ballou, Nick
AU - Vuorre, Matti
AU - Hakman, Thomas
AU - Magnusson, Kristoffer
AU - Przybylski, Andrew K
N1 - This study was registered on the Open Science Frame-work (https://osf.io/sjqyt). Data and materials are available athttps://osf.io/6xkdg/. Data for this study was provided by Nintendo of America. Nintendo of America had no role in the design of the study, the analysis of the data, or decision to publish any results. The authors declare no other competing interests.
PY - 2024/7/12
Y1 - 2024/7/12
N2 - Studies on video games and well-being often rely on self-report measures or data from a singlegame. Here, we study how 703 casually-engaged US adults’ time spent playing for over 140,000hours across 150 Nintendo Switch games relates to their life satisfaction, affect, depressive symptoms, and general mental well-being. We replicate previous findings that playtime over the past two weeks does not predict well-being, and extend these findings to a wider range of timescales (one hour to one year). Equivalence tests were inconclusive, and thus we do not find evidence of absence, but results suggest that practically meaningful effects lasting more than two hours after gameplay are unlikely. Our non-causal findings suggest substantial confounding would be needed to shift a meaningful true effect to the observed null. Although playtime was not related to well-being, players’ assessments of the value of game time—so called gaming life fit—was. Results emphasise the importance of defining the gaming population of interest, collecting data from more than one game, and focusing on how players integrate gaming into their lives rather than the amount of time spent
AB - Studies on video games and well-being often rely on self-report measures or data from a singlegame. Here, we study how 703 casually-engaged US adults’ time spent playing for over 140,000hours across 150 Nintendo Switch games relates to their life satisfaction, affect, depressive symptoms, and general mental well-being. We replicate previous findings that playtime over the past two weeks does not predict well-being, and extend these findings to a wider range of timescales (one hour to one year). Equivalence tests were inconclusive, and thus we do not find evidence of absence, but results suggest that practically meaningful effects lasting more than two hours after gameplay are unlikely. Our non-causal findings suggest substantial confounding would be needed to shift a meaningful true effect to the observed null. Although playtime was not related to well-being, players’ assessments of the value of game time—so called gaming life fit—was. Results emphasise the importance of defining the gaming population of interest, collecting data from more than one game, and focusing on how players integrate gaming into their lives rather than the amount of time spent
U2 - 10.31234/osf.io/3srcw
DO - 10.31234/osf.io/3srcw
M3 - Working paper
BT - Perceived value of video games, but not hours played, predicts mental well-being in adult Nintendo players
PB - PsyArXiv Preprints
ER -