Author
Listed:
- Hiroyuki Egami
(Nihon University
Ritsumeikan University)
- Md. Shafiur Rahman
(Hamamatsu University School of Medicine
United Graduate School of Child Development, Osaka University, Kanazawa University, Hamamatsu University School of Medicine, Chiba University, and University of Fukui)
- Tsuyoshi Yamamoto
(National Graduate Institute for Policy Studies)
- Chihiro Egami
(Board of Audit of Japan)
- Takahisa Wakabayashi
(Takasaki City University of Economics)
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.
Suggested Citation
Hiroyuki Egami & Md. Shafiur Rahman & Tsuyoshi Yamamoto & Chihiro Egami & Takahisa Wakabayashi, 2024.
"Causal effect of video gaming on mental well-being in Japan 2020–2022,"
Nature Human Behaviour, Nature, vol. 8(10), pages 1943-1956, October.
Handle:
RePEc:nat:nathum:v:8:y:2024:i:10:d:10.1038_s41562-024-01948-y
DOI: 10.1038/s41562-024-01948-y
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