Evidence map›Paper›PMID 40078920›Full record

ArticleRoyal Society open science2025

Perceived value of video games, but not hours played, predicts mental well-being in casual adult Nintendo players.

Nick Ballou, Matti Vuorre, Thomas Hakman, Kristoffer Magnusson, Andrew K Przybylski

Abstract read
In one paragraph

Article in Royal Society open science, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing 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

1 citing paper in PubMed.

  1. 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

5 authors.

Nick BallouOxford Internet Institute, University of Oxford, Oxford, UK.ORCID https://orcid.org/0000-0003-4126-0696
Matti VuorreOxford Internet Institute, University of Oxford, Oxford, UK.ORCID https://orcid.org/0000-0001-5052-066X
Thomas HakmanOxford Internet Institute, University of Oxford, Oxford, UK.ORCID https://orcid.org/0009-0009-8292-2482
Kristoffer MagnussonOxford Internet Institute, University of Oxford, Oxford, UK.ORCID https://orcid.org/0000-0003-0713-0556
Andrew K PrzybylskiOxford Internet Institute, University of Oxford, Oxford, UK.ORCID https://orcid.org/0000-0001-5547-2185

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Studies on video games and well-being often rely on 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 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 (1 h to 1 year). Equivalence tests were inconclusive, and thus we do not find evidence of absence, but results suggest that practically meaningful effects lasting more than 2 h 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-were. Results emphasize 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.

Indexed as

digital trace datavideo gameswell-being

Identifiers

PMID40078920
PMCPMC11896691

What OpenQuestion holds

Textmetadata
LicenceCC BY
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Registered trials

None linked

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.