Evidence map›Paper›PMID 36643208›Full record

ArticleSAGE open medicine2023

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

Shinichi Yamaguchi

Abstract read
In one paragraph

Article in SAGE open medicine, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Article
  2. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

1 author.

Shinichi YamaguchiCenter for Global Communications, International University of Japan, Tokyo, Japan.ORCID https://orcid.org/0000-0002-5488-2542

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

consumer behaviorMobile gamessatisfaction with lifevideo gameswell-being

Identifiers

PMID36643208
PMCPMC9834791

What OpenQuestion holds

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.