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2020-2022 年日本电子游戏对心理健康的因果影响。

Causal effect of video gaming on mental well-being in Japan 2020-2022.

机构信息

Research Institute of Economic Science, Nihon University, Tokyo, Japan.

Ritsumeikan Center for Game Studies, Ritsumeikan University, Kyoto, Japan.

出版信息

Nat Hum Behav. 2024 Oct;8(10):1943-1956. doi: 10.1038/s41562-024-01948-y. Epub 2024 Aug 19.

Abstract

The widespread use of video games has raised concerns about their potential negative impact on mental well-being. Nevertheless, the empirical evidence supporting this notion is largely based on correlational studies, warranting further investigation into the causal relationship. Here we identify the causal effect of video gaming on mental well-being in Japan (2020-2022) using game console lotteries as a natural experiment. Employing approaches designed for causal inference on survey data (n = 97,602), we found that game console ownership, along with increased game play, improved mental well-being. The console ownership reduced psychological distress and improved life satisfaction by 0.1-0.6 standard deviations. Furthermore, a causal forest machine learning algorithm revealed divergent impacts between different types of console, with one showing smaller benefits for adolescents and females while the other showed larger benefits for adolescents. These findings highlight the complex impact of digital media on mental well-being and the importance of considering differential screen time effects.

摘要

视频游戏的广泛应用引发了人们对其可能对心理健康产生负面影响的担忧。然而,支持这一观点的经验证据主要基于相关性研究,因此有必要进一步研究其因果关系。在这里,我们利用游戏机抽奖作为自然实验,确定了视频游戏对日本(2020-2022 年)心理健康的因果影响。我们采用了为调查数据设计的因果推理方法(n=97602),发现游戏机拥有量的增加以及游戏时间的增加,改善了心理健康。游戏机拥有量减少了 0.1-0.6 个标准差的心理困扰,并提高了生活满意度。此外,因果森林机器学习算法揭示了不同类型的游戏机之间存在不同的影响,一种游戏机对青少年和女性的益处较小,而另一种游戏机对青少年的益处较大。这些发现强调了数字媒体对心理健康的复杂影响,以及考虑不同屏幕时间效应的重要性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/d185/11493677/f0677e18a286/41562_2024_1948_Fig1_HTML.jpg

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