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Penyesalan bertindak vs. tidak bertindak

Gaming sebagai hobi dewasa rutin (~5+ jam/minggu) vs tidak bermain video game

Jika Anda bertindak

Gaming sebagai hobi dewasa rutin

10%

Jika Anda tidak bertindak

Tidak bermain video game

14%

Persentase orang yang kemudian menyesali setiap pilihan. Diagram batang dan catatan lengkap ditampilkan di bawah.


Lifestyle

Terakhir ditinjau 2026-05-30

Kualitas bukti 4.13/5

Skor tinjauan delapan dimensi terhadap rubrik kualitas . Setiap dimensi dinilai 1–5.

D1 Verifikasi sumber
5/5
D2 Otoritas & independensi sumber
5/5
D3 Akurasi tingkat penyesalan
2/5
D4 Keterbandingan sumber
4/5
D5 Pola Gilovich
4/5
D6 Kualitas prosa
4/5
D7 Kelengkapan peringatan
4/5
D8 Kualitas sampel
5/5
Rata-rata 4.13/5
A game controller resting on a coffee table beside a closed paperback book, both half-lit by an evening lamp.
Data proksi — tidak ada survei penyesalan langsung untuk keputusan ini. Tingkat diturunkan dari skor kepuasan dan data hambatan akses daripada pertanyaan yang langsung menanyakan tentang penyesalan. Lihat peringatan di bawah.

Penyesalan atas tindakan

Gaming sebagai hobi dewasa rutin

10%

~10% gamer dewasa (proxy: prevalensi gangguan-gaming ICD-11/DSM-5 + pangsa kecil yang lintasan kepuasan-hidup yang dilaporkan sendiri dirusak oleh permainan)

Gamer dewasa — proxy dari sampel longitudinal kerjasama-industri N=38.935 dan meta-analisis prevalensi gangguan-gaming

retrospektif + longitudinal 6 minggu

Penyesalan atas kelambanan

Tidak bermain video game

14%

~14% non-gamer mengungkapkan minat atau aspirasi terhadap partisipasi gaming (proxy: kesenjangan antara adopsi gaming AS (~65%) dan pangsa non-gamer tersisa yang melaporkan rasa ingin tahu atau motivasi inklusi-sosial)

Non-gamer AS (~35% orang dewasa AS); perkiraan proxy dari adopsi Pew + ESA + survei hambatan yang dilaporkan

retrospektif + aspirasional

% menyesal dengan pilihan ini

balanced — Cukup seimbang — kedua pilihan membawa penyesalan serupa.

Keputusan terkait

Keputusan yang serupa secara semantik — area yang sama, kompromi yang berbeda.

lifestyle

Masturbasi vs NoFap

% menyesal dengan pilihan ini

Ketidakaktifan mendominasi

Penyesalan tidak bertindak 3.0× lebih tinggi

Kesehatan

Kejar umur panjang vs terima penuaan

% menyesal dengan pilihan ini

Ketidakaktifan mendominasi

Penyesalan tidak bertindak 1.5× lebih tinggi

Kesehatan

Kebiasaan olahraga

% menyesal dengan pilihan ini

Ketidakaktifan mendominasi

Penyesalan tidak bertindak 13.4× lebih tinggi

lifestyle

Get an allotment

% menyesal dengan pilihan ini

Ketidakaktifan mendominasi

Penyesalan tidak bertindak 4.8× lebih tinggi

Kesehatan

Terapi atau tanpa terapi

% menyesal dengan pilihan ini

Seimbang

Hampir seimbang

lifestyle

Dinas militer sukarela

% menyesal dengan pilihan ini

Seimbang

Hampir seimbang

Kesehatan

Mulai merokok saat remaja

% menyesal dengan pilihan ini

Tindakan mendominasi

Penyesalan bertindak 36.0× lebih tinggi

lifestyle

Pengembangan diri vs santai

% menyesal dengan pilihan ini

Ketidakaktifan mendominasi

Penyesalan tidak bertindak 1.5× lebih tinggi

Risiko di balik keputusan ini

Probabilitas yang mendasari pilihan ini.

The strongest evidence on adult gaming and wellbeing is Vuorre, Johannes, Magnusson and Przybylski’s 2022 study in Royal Society Open Science, which tracked 38,935 active players across seven games (Animal Crossing: New Horizons, Apex Legends, Eve Online, Forza Horizon 4, Gran Turismo Sport, Outriders, and The Crew 2) over six weeks, using industry-cooperation telemetry to link verified play time to player-reported wellbeing. A one-hour daily increase in play produced a change of −0.04 [−0.15, 0.09] on an 11-point life-satisfaction scale and 0.03 [−0.09, 0.16] on a 13-point affect scale — effects the authors describe as “limited, if any.” This is the cleanest causal-inference design available for the question, and it points to a null average effect of gaming time on wellbeing. Halbrook, O’Donnell and Msetfi’s 2019 review in Perspectives on Psychological Science concludes that gaming’s effects are moderated by motivation, social context, presence of violence, and physical activity, with most recreational use sitting in the beneficial zone. The harm distribution is highly concentrated: roughly 3-4% of players meet ICD-11 or DSM-5 gaming-disorder criteria, and within that subset, action-side regret is substantially higher. The 10% headline estimate adds a buffer to the disordered-gaming prevalence for sub-clinical retrospective regret of time use.

The inaction side is harder to characterise. No survey directly asks non-gamers whether they regret not having taken up gaming as an adult hobby. The Entertainment Software Association’s 2023 Essential Facts report estimates 65% of Americans (about 212.6 million weekly players) game; Pew’s 2024 survey of 1,453 US teens finds 85% of adolescents play, with 89% of teen players gaming with others in person or online and roughly three-quarters (72%) citing time spent with others as a reason to play — gaming functions as a primary social-connection medium for the cohort now entering adulthood. Adults who do not game forgo a recreational and social-inclusion modality rather than the activity itself; the magnitude of regret for that foregone modality depends on whether the non-gamer’s social network is gaming-dense or gaming-sparse. The 14% inaction-side estimate is constructed from the adoption gap and adjacent aspirational-interest signals. Roese and Summerville’s 2005 meta-analysis places leisure as the smallest of six top regret domains, smaller than education, career, romance, parenting, or self — which constrains both sides of this entry to low absolute magnitudes.

This is the rare regret pair where both sides plausibly carry low long-term regret. The estimated four-point delta is within the uncertainty of both proxy constructions and should be read as “approximately equal long-term regret with a slight inaction lean” rather than a precise gap. Three caveats merit emphasis. First, harm is concentrated: the 3-4% of players who develop disordered gaming carry costs (sleep loss, occupational interference, withdrawal) that the population-average headline obscures, and within that subset action-side regret is substantially higher. Second, generational cohort effects matter: gaming has been normative recreational behaviour for two decades, and inaction regret may rise in cohorts where non-gaming meant social exclusion. Third, genre and motivation moderate the answer substantially — competitive multiplayer with toxic chat differs in regret profile from cooperative or single-player experiences, and the Vuorre study averages across genres. Industry-cooperation studies carry mild publication-incentive concerns toward null or positive findings, partly mitigated by convergence with the independent Halbrook review. The direction — neither side dominates — is consistent across the strongest available evidence; the headline magnitudes are proxy constructions that should be held loosely.

Sumber: tindakan

Buku besar klaim

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  1. [1] Royal Society Open Science (Vuorre, Johannes, Magnusson & Przybylski, 2022) — Time spent playing video games is unlikely to impact well-being
    Time spent playing video games is unlikely to impact well-being
    Statistik
    Across N=38,935 active players of seven games over six weeks, a one-hour daily increase in play produced a change of −0.04 [−0.15, 0.09] on an 11-point life-satisfaction scale and 0.03 [−0.09, 0.16] on a 13-point affect scale; effects on well-being were 'limited, if any'
    Kutipan
    “"We found that the association between game play and well-being was small, below a threshold of practical relevance suggested by previous research. We caution against general conclusions that play time impacts well-being; time spent playing video games had limited, if any, impact on well-being." ”
    Data sumber dari
    2022-07-27
    Diakses
    2026-05-30
    Perhitungan
    Vuorre, Johannes, Magnusson & Przybylski (2022), Royal Society Open Science 9(7), 220411 — three-wave six-week longitudinal with N=38,935 active players across Animal Crossing: New Horizons, Apex Legends, Eve Online, Forza Horizon 4, Gran Turismo Sport, Outriders, and The Crew 2. Industry-cooperation design (telemetry-verified play time linked to player-reported wellbeing) is the strongest causal-inference design available for this question. The null effect on life satisfaction (−0.04 [−0.15, 0.09]) and on affect (0.03 [−0.09, 0.16]) means the average gamer is essentially indifferent on wellbeing margins from gaming time. We use this to support a low action-side regret rate: if gaming time has no measurable average effect on wellbeing, retrospective regret of having spent time gaming should also be low. The 10% estimate is set at roughly the documented prevalence of problematic / disordered gaming (3-4% per ICD-11/DSM-5 criteria) plus a buffer for sub-clinical regret of time use among players who reconstruct their hours retrospectively. Not a direct regret measurement; the strongest available evidence base for low average impact.
  2. [2] Perspectives on Psychological Science (Halbrook, O'Donnell & Msetfi, 2019) — When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being
    When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being
    Statistik
    Review concludes that gaming's effects on wellbeing are moderated by motivation, social context, presence of violence, and physical activity; under common conditions, gaming supports rather than harms wellbeing
    Kutipan
    “"The effects of gaming on well-being are moderated by and depend on the motivation for gaming, outside variables, the presence of violence, social interaction, and physical activity. Under conditions of healthy motivation, social engagement, and moderate use, video games can support well-being." ”
    Data sumber dari
    2019-11-01
    Diakses
    2026-05-30
    Perhitungan
    Halbrook, O'Donnell & Msetfi (2019), Perspectives on Psychological Science 14(6), 1096-1104. Narrative review identifying conditions under which gaming supports wellbeing (social engagement, intrinsic motivation, physical activity in active games) and conditions under which harm appears (compulsive use, violent content combined with individual susceptibility, escape motivation). Used as the peer-reviewed scaffolding for the headline finding that adult gaming at ~5+ hours/week — the modal recreational dose — produces low action-side regret because most adult gamers play under the beneficial conditions (social, motivated, non-compulsive) and the harm-conditions concentrate in a small subset.
  3. [3] Entertainment Software Association (ESA) — 2023 Essential Facts — Video Games Remain America's Favorite Pastime With More Than 212 Million Americans Playing Regularly
    Video Games Remain America's Favorite Pastime With More Than 212 Million Americans Playing Regularly
    Statistik
    65% of Americans (212.6 million weekly players) play video games; gaming is the modal recreational activity for US adults across age bands
    Kutipan
    “"The Entertainment Software Association's 2023 Essential Facts report finds that 65% of Americans play video games — about 212.6 million weekly players." ”
    Data sumber dari
    2023-07-01
    Diakses
    2026-05-30
    Perhitungan
    ESA 2023 Essential Facts (industry trade association). Used only as the population-prevalence anchor: gaming is the modal recreational activity for US adults, so the action-side decision under study is the default behaviour for ~65% of US adults. Not used as a regret measurement; industry-funded reporting is corroborated by independent Pew gaming surveys finding similar adoption rates. The high prevalence is relevant because it implies that any large action-side regret rate would have produced visible cultural backlash, which empirically has not happened — gaming participation has continued to rise.

Sumber: tidak bertindak

Buku besar klaim

Setiap angka di bawah ini adalah apa yang dilaporkan masing-masing sumber, dengan kutipan kata demi kata yang kami andalkan dan bagaimana kami sampai pada angka kami. Klik tautan mana saja untuk memverifikasi langsung.

1/2 sumber diverifikasi secara independen kata demi kata terhadap sumber terkutip

  1. [1] Pew Research Center (May 2024) — Teens and Video Games Today Terverifikasi
    Teens and Video Games Today
    Statistik
    85% of US teens play video games; about nine-in-ten teen players (89%) play with other people in person or online, and roughly three-quarters (72%) cite spending time with others as a reason for playing — providing baseline data on the social-inclusion and recreation functions that non-gamers forgo
    Kutipan
    “"85% of U.S. teens report playing video games, and 41% say they play them at least once a day. About nine-in-ten teen video game players (89%) say they play them with other people, in person or online. Roughly three-quarters say spending time with others is a reason, and two-thirds say this of competing with others." ”
    Data sumber dari
    2024-05-09
    Diakses
    2026-05-30
    Verifikasi
    Kutipan diambil ulang secara independen dan dikonfirmasi kata demi kata terhadap sumber terkutip selama audit pendasaran kami.
    Perhitungan
    Pew Research Center survey of 1,453 US teens (ages 13-17), fielded September 26 to October 23, 2023. The 85% teen-gaming adoption rate is used as the upper-bound generational anchor: the cohort entering adulthood treats gaming as the modal recreational activity, social connection medium, and stress outlet. Adults who do not game forgo not the activity itself but the social-inclusion and stress-relief functions that gaming serves for the majority of their cohort. The 14% inaction-side regret estimate is constructed from the gap between general adult gaming adoption (~65% via ESA) and the share of non-gamers who report aspirational interest or social-exclusion regret in adjacent surveys. Not a direct regret measurement; used as the demographic frame.
  2. [2] Personality and Social Psychology Bulletin (Roese & Summerville) — What We Regret Most ... and Why
    What We Regret Most ... and Why

    See all 14 Likelier entries citing this source →

    Statistik
    Leisure ranks as the sixth of six top regret domains in long-term retrospection (smaller share of biggest regrets than education, career, romance, parenting, or self)
    Kutipan
    “"Leisure activities are among the domains where regret is felt, but they generate smaller and less durable regret than education, career, romance, parenting, or the self." ”
    Data sumber dari
    2005-09-01
    Diakses
    2026-05-30
    Perhitungan
    Roese & Summerville (2005), PSPB 31(9), 1273-1285. Meta-analysis finding that leisure ranks as the smallest of six top regret domains. Used as the theoretical anchor for the low magnitude of inaction-side regret in the gaming decision: even though the action-versus-inaction asymmetry favours inaction regret in general, the absolute magnitude is small in the leisure domain because alternative leisure activities are abundant and substitutable. Non-gamers who forgo video games are unlikely to reconstruct that as a major life regret in the way they might reconstruct foregone education or career decisions.

Catatan

PENGUKURAN PROXY DI KEDUA SISI. Tidak ada survei yang secara langsung menanyakan orang dewasa apakah mereka menyesal pernah bermain video game atau apakah mereka menyesal tidak pernah bermain. Perkiraan 10% sisi tindakan didasarkan pada temuan longitudinal N=38.935 Vuorre et al. (2022) Royal Society Open Science bahwa waktu bermain memiliki efek rata-rata yang dapat diabaikan pada kesejahteraan, dikombinasikan dengan prevalensi gangguan-gaming ICD-11/DSM-5 yang terdokumentasi 3–4% ditambah buffer untuk penyesalan retrospektif sub-klinis tentang penggunaan waktu. Distribusi kerugian sangat terkonsentrasi: sebagian besar penyesalan dalam domain ini termasuk subset kecil pengguna bermasalah, bukan gamer rekreasional modal. Karya Király dan rekan tentang kerangka gangguan-gaming ICD-11 memberikan dasar diagnostik. Perkiraan 14% sisi tidak-bertindak dibangun dari kesenjangan adopsi populasi (~65% orang dewasa AS bermain per ESA, ~85% remaja AS per Pew) dan sinyal survei terdekat tentang motivasi pengecualian-sosial; ini adalah kaki terlemah dari entri ini. Roese-Summerville menempatkan kesenangan di bagian bawah hierarki penyesalan, menyarankan bahwa penyesalan tindakan dan tidak-bertindak harus kecil dalam besaran absolut dalam domain ini — pola gilovich yang seimbang mencerminkan hal ini. Delta 4 poin berada dalam ketidakpastian kedua konstruksi proxy dan harus dibaca sebagai "penyesalan jangka panjang yang kurang lebih sama dengan sedikit kemiringan tidak-bertindak" daripada kesenjangan yang tepat. Tiga kualifikasi penting: (1) di ujung kerugian, gaming bermasalah memusatkan biaya (kehilangan tidur, penarikan, gangguan pekerjaan) pada sekitar 3–4% pemain dan mungkin membawa penyesalan sisi-tindakan yang secara substansial lebih tinggi dalam subset itu; tingkat headline adalah rata-rata populasi, bukan perkiraan bertingkat. (2) Kohort generasi penting: di antara orang dewasa yang memasuki usia paruh baya pada 2026, gaming telah menjadi aktivitas rekreasional yang normatif selama dua dekade, dan penyesalan sisi-tidak-bertindak mungkin meningkat dalam kohort di mana tidak-bermain berarti pengecualian sosial. (3) Genre dan motivasi penting secara substansial: game multiplayer kompetitif dengan kemarahan dan toksisitas mungkin menghasilkan penyesalan sisi-tindakan yang lebih tinggi daripada pengalaman kooperatif atau pemain tunggal; studi Vuorre rata-rata di seluruh genre. Studi kerjasama-industri (Vuorre, ESA) mungkin memiliki insentif publikasi/pelaporan menuju temuan null atau positif; konvergensi dengan tinjauan Halbrook 2019 independen di *Perspectives on Psychological Science* mengurangi tetapi tidak menghilangkan kekhawatiran ini.

Data mentah: /api/decisions.json

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