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日本青少年和成年人样本中,在移动设备上玩电子游戏与幸福感之间的关系。

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

作者信息

Yamaguchi Shinichi

机构信息

Center for Global Communications, International University of Japan, Tokyo, Japan.

出版信息

SAGE Open Med. 2023 Jan 10;11:20503121221147842. doi: 10.1177/20503121221147842. eCollection 2023.

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.

摘要

目的

在本研究中,我检验了以下假设:玩适当时长的手机游戏比完全不玩能带来更强的幸福感(幸福感)。

方法

我使用了来自5000名参与者的问卷调查数据。幸福感通过以下三个指标来衡量:积极和消极情绪量表、生活满意度量表以及四维幸福指标。我构建了一个用于确定个人幸福感的数学模型。游戏时长变量被分为两部分,并使用赤池信息准则选择最合适的分割点,以寻找玩手机游戏的适当时长。

结果

结果表明,手机游戏与积极和消极情绪均呈显著正相关。每天玩2小时或更少时间的手机游戏与完全不玩相比,生活满意度显著更高。此外,在“人际关系和感恩”方面没有时间限制以及在“独立和自己的节奏”方面每天玩不超过1.5小时的手机游戏时,与完全不玩相比,幸福感显著更高。然而,每天玩超过2小时的手机游戏,在“自我实现和成长”以及“积极心态和乐观主义”方面的幸福感比完全不玩更低。

结论

这些发现表明,每天玩不超过1.5小时的手机游戏比完全不玩能带来更高的幸福感。相反,每天玩超过2小时的手机游戏会显著降低幸福感的某些方面,但对总体生活满意度没有显著影响。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1a6f/9834791/1712fa0fc4b0/10.1177_20503121221147842-fig1.jpg

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