"We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as a natural experiment." "We f[ind] that game console ownership, along with increased game play, *improved* mental well-being." https://t.co/vLzco4aJe9
Causal effect of video gaming on mental well-being in Japan 2020-2022.
Mentions
Extended reach
Total likes
Video views
Mentions per month
Aug 2024 – Sep 2025Where it's discussed
-
X / Twitter138 posts
-
News96 articles
-
Blogs10 articles
-
Facebook6 posts
-
Bluesky5 posts
-
YouTube3 videos
-
Reddit2 posts
AI synopsis
What people are saying
Across the discussions, comments like 'causal effect confirmed' and 'very insightful research' highlight strong agreement and interest. The tone is enthusiastic, with references to the study's use of natural experiments and its significance for mental health understanding, showing deep engagement and recognition of its high impact.
Most posts recognize and support the findings of the article, emphasizing its validity and significance.
Posts demonstrate high curiosity and enthusiasm, referencing the study as a groundbreaking or valuable contribution.
Discussions include mentions of specific research methods, results, and implications, indicating deep involvement.
The topic appears to be influential, with many acknowledging the potential policy or societal implications.
Abstract in brief
- This study investigates the causal relationship between video gaming and mental wellbeing in Japan from 2020 to 2022 by using game console lotteries as a natural experiment.
- The findings show that owning a game console and playing more games can actually reduce psychological distress and increase life satisfaction, with effects varying between different types of consoles, genders, and age groups.
- The research emphasizes that the impact of digital media on mental health is complex, and different groups may experience varying benefits or drawbacks from gaming.]
Top posts
Most liked on X and BlueskyCausal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
switchとPS5の所有は生活満足度の向上と関連し、特にswitchは男女関係なく一般層、PS5は男性ゲーマー層で顕著だった、という日本の報告。 Nat Hum Behav. 2024 Aug 19.doi: 10.1038/s41562-024-01948-y. Online ahead of print. PMID:39160286 https://t.co/jU7PeXgMXK
こんなにわかりやすい時間変動を考慮したDAGないよね. GCPM: ゲーム買いたいモチベ NTLP: 抽選 Egami, H., Rahman, M.S., Yamamoto, T. et al. Causal effect of video gaming on mental well-being in Japan 2020–2022. Nat Hum Behav (2024). https://t.co/iPcuwXcGUc (CC BY 4.0) https://t.co/GgrYV3ATIu https://t.co/SYn3Msp8sM
Last year, Egami published a study on the causal effect of video gaming on mental well-being in Japan 2020–2022. It found that owning a game console and increased gameplay reduced psychological distress and improved life satisfaction among participants 7/8
All mentions
Video Gaming Improves Mental Wellbeing and Life Satisfaction in Japan
Video games can support mental health. A pioneering study using real-world data from Japan during COVID-19 found that owning consoles like Nintendo Switch and PlayStation 5 significantly enhanced mental wellbeing and…
Effect of Video Gaming on Mental Wellbeing in Japan 2020-2022
This study investigates the causal relationship between video gaming and mental wellbeing in Japan from 2020 to 2022, showing that owning a game console and playing more games can reduce psychological distress and…
Impact of Video Gaming on Mental Well-Being in Japan 2020-2022
This study investigates the causal relationship between video gaming and mental well-being in Japan from 2020 to 2022, showing that owning a game console and playing more can reduce distress and boost life satisfaction…
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @JohnHolbein1: "Causal effect of video gaming on mental well-being in Japan 2020–2022" https://t.co/fSD6UAAdTN
"Causal effect of video gaming on mental well-being in Japan 2020–2022" https://t.co/fSD6UAAdTN
https://t.co/mwM6incb70
Causal effect of video gaming on mental well-being in Japan 2020-2022 - PubMed 하루에 한시간 정도 게임하는 건 정신건강에 좋다고 하내여^^ 특히 동숲 같은 거 https://t.co/8QaC2jzWc1
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @Reuters: Last year, Egami published a study on the causal effect of video gaming on mental well-being in Japan 2020–2022. It found that…
RT @Reuters: Last year, Egami published a study on the causal effect of video gaming on mental well-being in Japan 2020–2022. It found that…
@Reuters: Last year, Egami published a study on the causal effect of video gaming on mental well-being in Japan 2020–2022. It found that owning a game console and increased gameplay reduced psychological distress and improved life satisfaction among participants 7/8 https://t.co/npZhhiPYxM
RT @Reuters: Last year, Egami published a study on the causal effect of video gaming on mental well-being in Japan 2020–2022. It found that…
Last year, Egami published a study on the causal effect of video gaming on mental well-being in Japan 2020–2022. It found that owning a game console and increased gameplay reduced psychological distress and improved life satisfaction among participants 7/8 https://t.co/npZhhiPYxM
Last year, Egami published a study on the causal effect of video gaming on mental well-being in Japan 2020–2022. It found that owning a game console and increased gameplay reduced psychological distress and improved life satisfaction among participants 7/8
@robkhenderson Gamers have studies to validate certain gains. Here’s a new one. “Causal effect of video gaming on mental well-being in Japan 2020-2022," published in Nature Human Behaviour,” “Nintendo Switch demonstrated larger benefits for adolescent” https://t.co/nxzbmsQnjL
ゲームがメンタルヘルスに与える影響を調査した日本の研究。ゲーム機の所有やプレイ増加が心理的ストレスを軽減し、生活満足度を向上。Switchは若年層に大きな効果を示し、PS5は主に男性に効果。 Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/wU6XVeEESv https://t.co/pKuAsFyv6m
New Nature research publication: Egami, H., Rahman, M.S., Yamamoto, T. et al. Causal effect of video gaming on mental well-being in Japan 2020–2022. Nat Hum Behav 8, 1943–1956 (2024). https://t.co/auggArqUQD https://t.co/Dd1Yr42JSn https://t.co/ncEFZWmM0G
スイッチ、プレイステーションを買って遊んだ人たちは心理的苦痛が軽減し、生活満足度が向上するという調査結果。 Egami, H., Rahman, M.S., Yamamoto, T. et al. Causal effect of video gaming on mental well-being in Japan 2020–2022. Nat Hum Behav 8, 1943–1956 (2024 https://t.co/QiQgGhPea9
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
ゲームでストレス低減? ゲームコンソールを抽選で当てた日本人97,602人を調査 Switch所有者は心的ストレスが標準偏差で約0.2減少 PS5所有者は0.1減少し、生活満足度が0.2向上 ストレス過多な人ほど、メンタルヘルスが改善 1日3時間程度で改善効果は頭打ちする https://t.co/TuQ5jvH3cf
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
If you are Japanese and want to improve your mental health, play video games. Wow. Causal effect of video gaming on mental well-being in Japan 2020–2022 | Nature Human Behaviour @YoSoyMayonesa @SuzartK https://t.co/xeLsjTT626
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
RT @JohnHolbein1: "We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as…
"We identify the causal effect of video gaming on mental well-being in Japan (2020–2022) using game console lotteries as a natural experiment." "We f[ind] that game console ownership, along with increased game play, *improved* mental well-being." https://t.co/vLzco4aJe9
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
Causal effect of video gaming on mental well-being in Japan 2020–2022. Interesting ’natural’ RCT www.nature.com/articles/s41...
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @sjblakemore: Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/zm5z8sWhkT
RT @AlistairMunro3: Nice to see a causal approach to this hot topic. Causal effect of video gaming on mental well-being in Japan 2020–2022…
Nice to see a causal approach to this hot topic. Causal effect of video gaming on mental well-being in Japan 2020–2022 | Nature Human Behaviour https://t.co/tOv36ooIRB
RT @NatureJapan: 江上 弘幸 助教らの@NatureHumBehav #論文 Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/yEn3gCJbS…
RT @NatureJapan: 江上 弘幸 助教らの@NatureHumBehav #論文 Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/yEn3gCJbS…
江上 弘幸 助教らの@NatureHumBehav #論文 Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/yEn3gCJbSF #OA #オープンアクセス 【注目のハイライト】心理学:#ビデオゲーム は精神的幸福感に良い影響を与えるかもしれない https://t.co/kl2IzMkUL9 @nichidai https://t.co/KQ4rGJRv67
10万人近く調べてるのすご(わたし聞かれてないなー)( ᐛ ) →ゲームでウェルビーイング向上 Causal effect of video gaming on mental well-being in Japan 2020–2022 | Nature Human Behaviour https://t.co/P63VyqodeR
RT @jordi_a: Egami, H., Rahman, M. S., Yamamoto, T., Egami, C., & Wakabayashi, T. (2024). Causal effect of video gaming on mental well-bein…
RT @jordi_a: Egami, H., Rahman, M. S., Yamamoto, T., Egami, C., & Wakabayashi, T. (2024). Causal effect of video gaming on mental well-bein…
RT @jordi_a: Egami, H., Rahman, M. S., Yamamoto, T., Egami, C., & Wakabayashi, T. (2024). Causal effect of video gaming on mental well-bein…
Egami, H., Rahman, M. S., Yamamoto, T., Egami, C., & Wakabayashi, T. (2024). Causal effect of video gaming on mental well-being in Japan 2020–2022. Nature Human Behaviour, 1-14. https://t.co/E48ApSE7FJ https://t.co/O3DOQhg9Oh
オープンアクセス化したので、誰でも無料でダウンロードできます Egami, H., Rahman, M.S., Yamamoto, T., Egami, C. & Wakabayashi T. Causal effect of video gaming on mental well-being in Japan 2020–2022. Nat Hum Behav (2024). https://t.co/aM6cAPHs7s
RT @NatureJapan: 【注目のハイライト】#心理学:#ビデオゲーム は精神的幸福感に良い影響を与えるかもしれない https://t.co/kl2IzMkmVB 江上 弘幸助教らによる @NatureHumBehav #論文 Causal effect of vid…
がわかりました。ゲームがウェルビーイングに及ぼす影響について、実際の生活に基づくデータによって因果関係を明らかにした、世界で最初の論文です。Nature Human Behaviour誌https://t.co/szH0aA9ulg
A pioneering study titled 'Causal effect of video gaming on mental well-being in Japan 2020-2022,' published in Nature Human Behaviour, has conducted the most comprehensive investigation to date on the causal relationship between video gaming and mental we https://t.co/7CRat1heux
Causal effect of video gaming on mental well-being in Japan 2020–2022 | Nature Human Behaviour https://t.co/xMR18dx8h2
RT @Kirimisakana: 元になった論文はこちら Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/uchv1B1jdM
元になった論文はこちら Causal effect of video gaming on mental well-being in Japan 2020–2022 www.nature.com/articles/s41...
元になった論文はこちら Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/uchv1B1jdM
RT @StaffSleepy: 日本大学や浜松医科大学、大阪大学などに所属する研究者らが発表した論文「Causal effect of video gaming on mental well-being in Japan 2020-2022」は、テレビゲームが精神的健康に与え…
日本大学や浜松医科大学、大阪大学などに所属する研究者らが発表した論文「Causal effect of video gaming on mental well-being in Japan 2020-2022」は、テレビゲームが精神的健康に与える影響について、大規模な自然実験を用いて因果関係を明らかにした研究報告。 ITmedia https://t.co/g58w38xgi6
RT @Shuntarooo3: こんなにわかりやすい時間変動を考慮したDAGないよね. GCPM: ゲーム買いたいモチベ NTLP: 抽選 Egami, H., Rahman, M.S., Yamamoto, T. et al. Causal effect of vide…
DOI: 10.1038/s41562-024-01948-y ビデオゲームが精神的な健康を改善するという研究結果 2020~2022に10~69歳の日本在住者を対象に調査し、ゲーム機の所有やプレイによって精神的健康状態が改善するという因果関係を確立した https://t.co/h79hAD5Qg2
DOI: 10.1038/s41562-024-01948-y ビデオゲームの精神的健康への影響についての研究 2020~2022に10~69歳の日本在住者を対象に調査した結果、Nintendo Switch を所有すると、精神的な健康状態が 0.60 標準偏差(sd)、PlayStation 5 を所有すると、0.12 sd改善されました。 プレイ時間が 1 日 3 時間以上では、限られた時間だけよりもメリットが少なく、ストレスレベルが高い人ではゲームの影響が大きい結果となりました www.eurekalert.org/news-release...
論文はこちら Causal effect of video gaming on mental well-being in Japan 2020–2022 | Nature Human Behaviour https://t.co/VquHx19OVh https://t.co/nDC4IrSOWO
RT @Shuntarooo3: こんなにわかりやすい時間変動を考慮したDAGないよね. GCPM: ゲーム買いたいモチベ NTLP: 抽選 Egami, H., Rahman, M.S., Yamamoto, T. et al. Causal effect of vide…
こんなにわかりやすい時間変動を考慮したDAGないよね. GCPM: ゲーム買いたいモチベ NTLP: 抽選 Egami, H., Rahman, M.S., Yamamoto, T. et al. Causal effect of video gaming on mental well-being in Japan 2020–2022. Nat Hum Behav (2024). https://t.co/iPcuwXcGUc (CC BY 4.0) https://t.co/GgrYV3ATIu https://t.co/SYn3Msp8sM
RT @f_nisihara: テレビゲームがあることで、メンタル改善という因果効果を示した研究。コロナ禍でゲーム機が入手しにくかった際に抽選が行われたことを自然実験としており、因果推論の手法としてもおもしろいです。 - Causal effect of video gamin…
{FR Fighting Stigma} Les jeux vidéo peuvent améliorer le bien-être mental, sous certaines conditions - MSN: Selon l'étude"Causal effect of video gaming on mental well-being in Japan 2020–2022", publiée par Nature Human Behaviour, les jeux vidéo… https://t.co/AjXJydB6qz
テレビゲームがあることで、メンタル改善という因果効果を示した研究。コロナ禍でゲーム機が入手しにくかった際に抽選が行われたことを自然実験としており、因果推論の手法としてもおもしろいです。 - Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/D4EGqF0S6O
RT @ainsophyao: というわけで見てください。 Egami, H., Rahman, M.S., Yamamoto, T. et al. Causal effect of video gaming on mental well-being in Japan 2020…
Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/iDiDLKlGX8 https://t.co/V2Cz0srE2e
【原文】Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/w7xXrHp2kY
Causal effect of video gaming on mental well-being in Japan 2020–2022 https://t.co/TqAP2tXd9R
RT @ainsophyao: というわけで見てください。 Egami, H., Rahman, M.S., Yamamoto, T. et al. Causal effect of video gaming on mental well-being in Japan 2020…
ゲームが幸福感UPなのは、それが得意で好きな人がやるからで、絵が好きな人は絵を、俳句や短歌が好きな人は歌をしたら幸福感UPだったりして。 うちはスーパーマリオもクリアできなかったくらい鈍いので、あかんかも・・・ (^▽^;) https://t.co/tYFmPobSiM
RT @metodologica_cl:
RT @Fizz_DI: switchとPS5の所有は生活満足度の向上と関連し、特にswitchは男女関係なく一般層、PS5は男性ゲーマー層で顕著だった、という日本の報告。 Nat Hum Behav. 2024 Aug 19.doi: 10.1038/s41562-024-…
RT @metodologica_cl:
RT @metodologica_cl:
RT @Fizz_DI: switchとPS5の所有は生活満足度の向上と関連し、特にswitchは男女関係なく一般層、PS5は男性ゲーマー層で顕著だった、という日本の報告。 Nat Hum Behav. 2024 Aug 19.doi: 10.1038/s41562-024-…
RT @metodologica_cl:
RT @metodologica_cl:
RT @metodologica_cl:
RT @metodologica_cl:
RT @metodologica_cl:
RT @Fizz_DI: switchとPS5の所有は生活満足度の向上と関連し、特にswitchは男女関係なく一般層、PS5は男性ゲーマー層で顕著だった、という日本の報告。 Nat Hum Behav. 2024 Aug 19.doi: 10.1038/s41562-024-…
RT @metodologica_cl:
RT @metodologica_cl:
RT @Fizz_DI: switchとPS5の所有は生活満足度の向上と関連し、特にswitchは男女関係なく一般層、PS5は男性ゲーマー層で顕著だった、という日本の報告。 Nat Hum Behav. 2024 Aug 19.doi: 10.1038/s41562-024-…
switchとPS5の所有は生活満足度の向上と関連し、特にswitchは男女関係なく一般層、PS5は男性ゲーマー層で顕著だった、という日本の報告。 Nat Hum Behav. 2024 Aug 19.doi: 10.1038/s41562-024-01948-y. Online ahead of print. PMID:39160286 https://t.co/jU7PeXgMXK
RT @metodologica_cl:
RT @metodologica_cl:
RT @metodologica_cl:
RT @metodologica_cl:
RT @metodologica_cl:
RT @metodologica_cl:
RT @metodologica_cl:
RT @metodologica_cl:
RT @metodologica_cl:
RT @metodologica_cl:
RT @metodologica_cl:
RT @metodologica_cl:
RT @metodologica_cl:
RT @metodologica_cl:
RT @metodologica_cl:
JG
DG