Open-World Games' Affordance of Cognitive Escapism, Relaxation, and Mental Well-Being Among Postgraduate Students: Mixed Methods Study

被引:0
|
作者
Anto, Ailin [1 ]
Basu, Arunima [1 ]
Selim, Rania [1 ]
Foscht, Thomas [2 ]
Eisingerich, Andreas Benedikt [3 ]
机构
[1] Imperial Coll London, Fac Med, Exhibit Rd, London SW7 2AZ, England
[2] Karl Franzens Univ Graz, Dept Mkt, Styria, Austria
[3] Imperial Coll London, Imperial Coll Business Sch, London, England
关键词
open-world games; cognitive escapism; relaxation; mental well-being; students; video games; stress; freedom to explore; VIDEO; IMPACT; TIME;
D O I
10.2196/63760
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: Open-world games, characterized by their expansive and interactive environments, may offer unique cognitive escapism opportunities, potentially leading to relaxation and enhanced well-being. These games, such as "The Legend of Zelda: Breath of the Wild" and "The Legend of Zelda: Tears of the Kingdom," allow players to experience a sense of freedom and autonomy, which can reduce stress and improve mental health. While previous research has examined the general impact of video games on mental well-being, specific studies on the effects of open-world games among postgraduate students are limited. Objective: This study aims to investigate the relationships between cognitive escapism provided by open-world games and their effects on relaxation and well-being. The goal was to understand how the immersive nature of these games contributes to stress reduction and overall mental health improvement among postgraduate students. Methods: A mixed methods approach was used, which involved in-depth exploratory qualitative interviews and a survey of 609 players of popular open-world games. Quantitative data were collected using standardized questionnaires to measure open-world games' affordance of cognitive escapism, relaxation, and well-being. Qualitative data were obtained through 32 in-depth interviews that explored players' experiences and perceptions of cognitive escapism, relaxation, and mental well-being. Results: Qualitative data (n=32; n=15, 47% female; n=16, 50% male; n=1, 3% preferred not to disclose gender; mean age 23.19, SD 2.19 y) revealed that cognitive escapism through immersive game worlds allowed players to temporarily disconnect from real-world stressors, resulting in enhanced mood and psychological well-being. Players indicated that the nonlinear gameplay and freedom to explore interactive environments provided a sense of relaxation and mental rejuvenation. Quantitative analysis (N=609) showed a substantial mediating role of relaxation in the relationship between cognitive escapism offered by open-world games and well-being. Specifically, cognitive escapism had a significant positive effect on players' relaxation (beta=.15; SE 0.04; P <.001; 95% CI 0.0695-0.2331), which in turn had a significant and positive effect on players' well-being scores (beta=.12; SE 0.04; P =.002; 95% CI 0.0445-0.2032). Conclusions: The study demonstrates that open-world games offer substantial benefits for cognitive escapism, significantly improving relaxation and well-being among postgraduate students. The immersive and autonomous nature of these games is crucial in reducing stress and enhancing mental health. Future research may investigate the long-term effects of regular engagement with open-world games and explore their potential therapeutic applications for managing stress and anxiety.
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页数:19
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