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Arrependimento de agir vs. não agir

Jogar videogames regularmente como hobby adulto (~5+ horas/semana) vs não jogar

Se você agir

Jogos como hobby adulto regular

10%

Se você não agir

Não jogar videogames

14%

Porcentagem de quem mais tarde se arrepende de cada escolha. As barras e o registro completo aparecem abaixo.


Estilo de vida

Última revisão 2026-05-30

Qualidade das evidências 4.13/5

Pontuação de revisão em oito dimensões segundo a grelha de qualidade . Cada dimensão pontuada de 1 a 5.

D1 Verificação das fontes
5/5
D2 Autoridade e independência das fontes
5/5
D3 Precisão da taxa de arrependimento
2/5
D4 Comparabilidade das fontes
4/5
D5 Padrão de Gilovich
4/5
D6 Qualidade da prosa
4/5
D7 Completude das ressalvas
4/5
D8 Qualidade da amostra
5/5
Média 4.13/5
A game controller resting on a coffee table beside a closed paperback book, both half-lit by an evening lamp.
Dados proxy — não existe nenhuma pesquisa direta sobre arrependimento para esta decisão. As taxas são derivadas de pontuações de satisfação e dados de barreiras de acesso em vez de perguntas que perguntavam diretamente sobre arrependimento. Veja advertências abaixo.

Arrependimento por ação

Jogos como hobby adulto regular

10%

~10% dos jogadores adultos (proxy: prevalência de transtorno de jogo ICD-11/DSM-5 + a pequena parcela cuja trajetória de satisfação com a vida é prejudicada pelo jogo)

Jogadores adultos — proxy de amostra longitudinal de cooperação industrial N=38.935 e meta-análises de prevalência de transtorno de jogo

retrospectivo + longitudinal de 6 semanas

Arrependimento por omissão

Não jogar videogames

14%

~14% dos não-jogadores expressam interesse ou aspiração à participação em jogos (proxy: lacuna entre adoção de jogos nos EUA (~65%) e a parcela de não-jogadores remanescentes que relatam curiosidade ou motivação de inclusão social)

Não-jogadores americanos (~35% dos adultos americanos); estimativa por proxy a partir de Pew + adoção ESA + pesquisas de barreiras relatadas

retrospectivo + aspiracional

% se arrependem desta escolha

balanced — Mais ou menos equilibrado — ambas as opções implicam arrependimento semelhante.

Decisões relacionadas

Decisões semanticamente semelhantes — mesmo terreno, compromissos diferentes.

lifestyle

Masturbação vs NoFap

% se arrependem desta escolha

A inação predomina

Arrependimento de inação 3.0× maior

Saúde

Buscar longevidade vs aceitar envelhecimento

% se arrependem desta escolha

A inação predomina

Arrependimento de inação 1.5× maior

Saúde

Hábitos de exercício

% se arrependem desta escolha

A inação predomina

Arrependimento de inação 13.4× maior

lifestyle

Get an allotment

% se arrependem desta escolha

A inação predomina

Arrependimento de inação 4.8× maior

Saúde

Terapia ou sem terapia

% se arrependem desta escolha

Equilibrado

Aproximadamente equilibrado

lifestyle

Serviço militar voluntário

% se arrependem desta escolha

Equilibrado

Aproximadamente equilibrado

Saúde

Começar a fumar na adolescência

% se arrependem desta escolha

A ação predomina

Arrependimento de ação 36.0× maior

lifestyle

Desenvolvimento contínuo vs estagnar

% se arrependem desta escolha

A inação predomina

Arrependimento de inação 1.5× maior

Riscos por trás desta decisão

As probabilidades que sustentam esta escolha.

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.

Fontes: acção

Registro de evidências

Cada número abaixo é o que cada fonte relatou, com a citação literal em que nos baseamos e como chegamos ao nosso valor. Clique em qualquer link para verificar diretamente.

  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
    Estatística
    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'
    Trecho
    “"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." ”
    Dados da fonte de
    2022-07-27
    Acessado
    2026-05-30
    Cálculo
    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
    Estatística
    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
    Trecho
    “"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." ”
    Dados da fonte de
    2019-11-01
    Acessado
    2026-05-30
    Cálculo
    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
    Estatística
    65% of Americans (212.6 million weekly players) play video games; gaming is the modal recreational activity for US adults across age bands
    Trecho
    “"The Entertainment Software Association's 2023 Essential Facts report finds that 65% of Americans play video games — about 212.6 million weekly players." ”
    Dados da fonte de
    2023-07-01
    Acessado
    2026-05-30
    Cálculo
    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.

Fontes: inacção

Registro de evidências

Cada número abaixo é o que cada fonte relatou, com a citação literal em que nos baseamos e como chegamos ao nosso valor. Clique em qualquer link para verificar diretamente.

1/2 fontes verificadas de forma independente palavra por palavra em relação à fonte citada

  1. [1] Pew Research Center (May 2024) — Teens and Video Games Today Verificado
    Teens and Video Games Today
    Estatística
    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
    Trecho
    “"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." ”
    Dados da fonte de
    2024-05-09
    Acessado
    2026-05-30
    Verificação
    Trecho obtido novamente de forma independente e confirmado palavra por palavra em relação à fonte citada durante nossa auditoria de fundamentação.
    Cálculo
    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 →

    Estatística
    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)
    Trecho
    “"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." ”
    Dados da fonte de
    2005-09-01
    Acessado
    2026-05-30
    Cálculo
    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.

Ressalvas

MEDIÇÕES POR PROXY EM AMBOS OS LADOS. Nenhuma pesquisa pergunta diretamente aos adultos se eles se arrependem de ter jogado videogames ou se se arrependem de não ter jogado. A estimativa de 10% do lado da ação está ancorada na descoberta longitudinal de Vuorre et al. (2022) Royal Society Open Science N=38.935 de que o tempo de jogo tem efeito médio negligenciável no bem-estar, combinada com a prevalência documentada de 3-4% do transtorno de jogo ICD-11/DSM-5 mais um buffer para arrependimento retrospectivo subclínico do uso do tempo. A distribuição de dano é altamente concentrada: a maior parte do arrependimento nesse domínio pertence a um pequeno subgrupo de usuários problemáticos, não ao jogador recreativo modal. A estimativa de 14% do lado da inação é construída a partir da lacuna de adoção populacional (~65% dos adultos americanos jogam segundo ESA, ~85% dos adolescentes americanos segundo Pew) e sinais de pesquisas adjacentes sobre motivação de exclusão social; é a perna mais fraca desta entrada. Roese-Summerville colocam o lazer no fundo da hierarquia de arrependimento, sugerindo que tanto o arrependimento por ação quanto por inação devem ser pequenos em magnitude absoluta nesse domínio — o padrão equilibrado reflete isso. O delta de 4 pontos está dentro da incerteza de ambas as construções por proxy e deve ser lido como "arrependimento de longo prazo aproximadamente igual com leve inclinação para inação".

Dados brutos: /api/decisions.json

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