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行動 vs. 不行動の後悔

成人趣味としての定期的なゲーム(週5時間以上)対 ビデオゲームをしない

行動した場合

成人の定期的な趣味としてのゲーム

10%

行動しなかった場合

ビデオゲームをしない

14%

それぞれの選択を後で後悔した人の割合。バーと完全な記録は下に表示されます。


ライフスタイル

最終確認 2026-05-30

証拠の質 4.13/5

8次元のレビュー評価。基準は 品質ルーブリック 。各次元は1〜5で評価。

D1 出典の検証
5/5
D2 出典の権威性と独立性
5/5
D3 後悔率の正確性
2/5
D4 出典の比較可能性
4/5
D5 ギロヴィッチ・パターン
4/5
D6 文章の質
4/5
D7 注意事項の完全性
4/5
D8 サンプルの質
5/5
平均 4.13/5
A game controller resting on a coffee table beside a closed paperback book, both half-lit by an evening lamp.
代替データ — この決断に関する直接的な後悔調査は存在しません。比率は後悔を直接尋ねる質問ではなく、満足度スコアとアクセス障壁のデータから導出されています。以下の注意事項を参照してください。

行動への後悔

成人の定期的な趣味としてのゲーム

10%

成人ゲーマーの約10%(代理。ICD-11/DSM-5のゲーム障害有病率 + プレイによって自己報告された生活満足度軌道が損なわれる小さな割合)

成人ゲーマー — N=38,935の業界協力縦断サンプルとゲーム障害有病率メタ分析からの代理

遡及的 + 6週間の縦断

不作為への後悔

ビデオゲームをしない

14%

非ゲーマーの約14%がゲーム参加への関心または願望を表明(代理。米国ゲーム採用(約65%)と、好奇心または社会的包摂動機を報告する残りの非ゲーマーの割合との間のギャップ)

米国の非ゲーマー(米国成人の約35%)。Pew + ESA採用と報告された障壁調査からの代理推定

遡及的 + 願望

この選択を後悔した割合

balanced — ほぼ均衡 — どちらの選択も同程度の後悔を伴います。

関連する決断

意味的に類似する決断 — 同じ領域、異なるトレードオフ。

lifestyle

マスターベーション vs NoFap

この選択を後悔した割合

不作為が優勢

不作為の後悔が3.0倍高い

健康

長寿追求 vs 老化受容

この選択を後悔した割合

不作為が優勢

不作為の後悔が1.5倍高い

健康

運動習慣

この選択を後悔した割合

不作為が優勢

不作為の後悔が13.4倍高い

lifestyle

Get an allotment

この選択を後悔した割合

不作為が優勢

不作為の後悔が4.8倍高い

健康

セラピーあり・なし

この選択を後悔した割合

均衡

ほぼ均衡

lifestyle

自発的な軍事服務

この選択を後悔した割合

均衡

ほぼ均衡

健康

ティーンとして喫煙を始めること

この選択を後悔した割合

行動が優勢

行動の後悔が36.0倍高い

lifestyle

自己成長 vs 惰性

この選択を後悔した割合

不作為が優勢

不作為の後悔が1.5倍高い

この決断の背後にあるリスク

この選択の根底にある確率。

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.

出典: 行動

根拠台帳

以下の各数値は各出典が報告した内容であり、引用した原文の抜粋と算出方法を記載しています。リンクをクリックして直接確認できます。

  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
    統計値
    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'
    抜粋
    “"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." ”
    出典データ
    2022-07-27
    アクセス日
    2026-05-30
    計算過程
    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
    統計値
    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
    抜粋
    “"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." ”
    出典データ
    2019-11-01
    アクセス日
    2026-05-30
    計算過程
    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
    統計値
    65% of Americans (212.6 million weekly players) play video games; gaming is the modal recreational activity for US adults across age bands
    抜粋
    “"The Entertainment Software Association's 2023 Essential Facts report finds that 65% of Americans play video games — about 212.6 million weekly players." ”
    出典データ
    2023-07-01
    アクセス日
    2026-05-30
    計算過程
    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.

出典: 不作為

根拠台帳

以下の各数値は各出典が報告した内容であり、引用した原文の抜粋と算出方法を記載しています。リンクをクリックして直接確認できます。

1/2 件の出典が引用元と一字一句一致することを独立して検証済み

  1. [1] Pew Research Center (May 2024) — Teens and Video Games Today 検証済み
    Teens and Video Games Today
    統計値
    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
    抜粋
    “"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." ”
    出典データ
    2024-05-09
    アクセス日
    2026-05-30
    検証
    グラウンディング監査の際、抜粋を引用元から独立して再取得し、原文と一字一句一致することを確認しました。
    計算過程
    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 →

    統計値
    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)
    抜粋
    “"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." ”
    出典データ
    2005-09-01
    アクセス日
    2026-05-30
    計算過程
    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.

注意事項

両側で代理測定。「あなたはビデオゲームをしたことを後悔しているか」 あるいは「ゲームをしなかったことを後悔しているか」を成人に直接 尋ねた調査は存在しない。行動側の10%推定は、Vuorre ら (2022) Royal Society Open Science の N=38,935 縦断研究の発見 — プレイ時間は 福祉に無視できる平均効果しか持たない — に、ICD-11/DSM-5ゲーム障害の 文書化された3-4%の有病率と時間使用のサブクリニカルな遡及的後悔の バッファを加えて固定されている。害の分布は高度に集中している。 この領域でのほとんどの後悔は、モーダルなレクリエーションゲーマー ではなく、問題のあるユーザーの小さなサブセットに属する。Király と 同僚の ICD-11 ゲーム障害枠組みに関する研究が診断基盤を提供する。 不行動側の14%推定は、集団採用ギャップ(ESAごとに米国成人の約65% がプレイ、Pewごとに米国ティーンの約85%)と社会的排除動機に関する 隣接調査信号から構築される。これはこのエントリの最も弱い脚である。 Roese-Summervilleはレジャーを後悔階層の底に置き、この領域では 行動と不行動の両方の後悔が絶対的大きさで小さいべきであることを 示唆する。均衡したgilovichパターンはこれを反映する。4ポイントの デルタは両方の代理構築の不確実性内にあり、「ほぼ等しい長期後悔で、 わずかな不行動傾斜」と読まれるべきであり、正確なギャップとして ではない。3つの重要な修飾。(1) 害の側では、問題のあるゲーミングが プレイヤーの約3-4%にコスト(睡眠不足、引き離し、職業的干渉)を 集中させ、そのサブセットで実質的に高い行動側の後悔を運ぶ可能性が ある。見出し率は集団平均であり、層別化された推定値ではない。 (2) 世代コホートが重要である。2026年に中年に入る成人の間で、 ゲームは二十年間規範的なレクリエーション活動であり、非ゲームが 社会的排除を意味したコホートでは不行動側の後悔が上昇する可能性が ある。(3) ジャンルと動機が実質的に重要である。怒りと毒性を伴う 競争的マルチプレイヤーゲームは、協力的またはシングルプレイヤー 体験よりも高い行動側の後悔を生む可能性がある。Vuorre研究は ジャンルを横断して平均化する。業界協力研究 (Vuorre、ESA) は ヌルまたはポジティブな発見への公表/報告インセンティブを持つ 可能性がある。Perspectives on Psychological Science の独立した Halbrook 2019 レビューとの収束はこの懸念を緩和するが排除しない。

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