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

Author:

Egami HiroyukiORCID,Rahman Md. ShafiurORCID,Yamamoto TsuyoshiORCID,Egami ChihiroORCID,Wakabayashi TakahisaORCID

Abstract

AbstractThe 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.

Funder

Telecommunications Advancement Foundation

MEXT | Japan Society for the Promotion of Science

The Nihon University College of Economics Grant-in-Aid for Encouragement of Social Scientists

The Takasaki City University of Economics Grant-in-Aid for Encouragement of Social Scientists

Publisher

Springer Science and Business Media LLC

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