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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
SUBMITTER: Yamaguchi S
PROVIDER: S-EPMC9834791 | biostudies-literature | 2023
REPOSITORIES: biostudies-literature