Associations Between Gaming-Related Risk and Student Life Satisfaction Among Japanese University Students: A Cross-Sectional Survey

Published: 11 May 2026| Version 1 | DOI: 10.17632/wmz2hnrkt4.1
Contributors:
Shiori Ogawa, Chieko Yoshihara

Description

This dataset was derived from an anonymous online survey conducted in December 2021 among undergraduate students (N = 320) at a university in Aichi, Japan. Measures included the Japanese version of the Gaming Disorder Scale for Adolescents (GADIS-A), five single-item indicators of student life satisfaction (overall life, study planning, extracurricular engagement, faculty relationships, and off-campus fulfillment), and sociodemographic variables (gender, academic grade). Gaming time was assessed as average daily duration over the past month using categorical responses. The study hypothesized that longer gaming time would be associated with increased gaming-related risk, whereas higher student life satisfaction would be associated with lower risk. The dataset enables classification based on GADIS-A criteria, including gaming disorder (GD) and elevated symptoms with low problem frequency. In the full sample, 10.9% met GD criteria, and 33.1% met the symptom criterion only. Among current gamers (n = 244), longer gaming time was associated with higher risk, while greater life satisfaction was associated with lower risk, particularly in academic and extracurricular domains.These data may support secondary analyses on behavioral addiction tendency and student well-being.

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Psychology, Psychiatry, Mental Health, College Student, Addictive Behavior

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