Perceived value of video games, but not hours played, predicts mental well-being in casual adult Nintendo players
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 m...
Main Authors: | , , , , |
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Format: | Article |
Language: | English |
Published: |
The Royal Society
2025-03-01
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Series: | Royal Society Open Science |
Subjects: | |
Online Access: | https://royalsocietypublishing.org/doi/10.1098/rsos.241174 |