The effects of open-world and fun/Accessible games on perceived loneliness and stoicism in adults: cross-sectional survey study
File(s)
Author(s)
Hou, Congcong
Tam, Winze
Rahmadianty, Andini
Rajendra, Pradana
Eisingerich, Andreas
Type
Journal Article
Abstract
Background: Loneliness has been linked to reduced mental and physical health. The “loneliness epidemic” is recognized as a public health crisis. Yet, questions remain about the potential of video games that people play by themselves to help reduce perceived loneliness.
Objective: This study explored the extent to which open-world games (e.g., The Legend of Zelda: Breath of the Wild) and fun, accessible games (e.g., Yoshi’s Crafted World) can help reduce loneliness in adults. We examined how such gameplay can foster a stoic approach to life, and how stoicism mediates the reduction of perceived loneliness.
Methods: A cross-sectional survey was conducted using convenience sampling near a video game store. The sample comprised 2,252 adults aged 21 and older (women: n=966, 42.90%; men: n=1,281, 56.90%; prefer not to disclose: n=5, 0.20%). Participants completed a questionnaire to measure perceived loneliness and stoicism, and their gameplay habits. Data were analyzed using analysis of variance (ANOVA) and moderated mediation with PROCESS macro (bootstrapped samples=5000; 95% CI) to examine the effects of video gameplay on stoicism and loneliness, with alpha level set at .05.
Results: Zelda players indicated higher stoicism (M = 4.87; 95% CI 4.66 to 5.08) than non-players (M = 3.23; 95% CI 3.09 to 3.37; F(1, 2252) = 164.95, P < .001). Yoshi players also noted significantly higher stoicism (M = 4.49; 95% CI 4.27 to 4.72) than non-players (M = 3.61; 95% CI 3.50 to 3.71; F(1, 2252) = 48.33, P < .001), with a significant interaction effect (F(1, 2252) = 7.89, P = .005) on stoicism. Furthermore, Zelda players indicated lower loneliness (M = 3.02; 95% CI 2.81 to 3.22) than non-players (M = 4.28; 95% CI 4.14 to 4.42; F(1, 2252) = 98.32, P < .001). Yoshi players also noted significantly lower loneliness (M = 3.09; 95% CI 2.86 to 3.32) than non-players (M = 4.21; 95% CI 4.10 to 4.32; F(1, 2252) = 76.32, P < .001). Moderated mediation analysis demonstrated that Zelda gameplay was positively associated with stoicism (b = 1.28, 95% CI 1.07 to 1.50, P < .001), and stoicism was negatively associated with perceived loneliness (b = -0.49, 95% CI -0.52 to -0.45, P < .001).
Conclusions: This study is innovative in identifying stoicism as a potential emotional pathway through which video games may reduce loneliness. Moving beyond views of gaming as passive escapism, our findings suggest specific gameplay experiences may serve as active spaces for cultivating resilience. We introduce a ‘digital diet’ framework, indicating that balancing open-world challenge (Zelda) with low-stakes restoration (Yoshi) produces synergistic psychological support. Practically, thoughtfully curated gaming experiences may serve as scalable and cost-effective digital adjuncts for public mental health interventions addressing the loneliness epidemic.
Keywords
Video games; loneliness; stoicism; open-world games; fun games; Zelda; Yoshi
Objective: This study explored the extent to which open-world games (e.g., The Legend of Zelda: Breath of the Wild) and fun, accessible games (e.g., Yoshi’s Crafted World) can help reduce loneliness in adults. We examined how such gameplay can foster a stoic approach to life, and how stoicism mediates the reduction of perceived loneliness.
Methods: A cross-sectional survey was conducted using convenience sampling near a video game store. The sample comprised 2,252 adults aged 21 and older (women: n=966, 42.90%; men: n=1,281, 56.90%; prefer not to disclose: n=5, 0.20%). Participants completed a questionnaire to measure perceived loneliness and stoicism, and their gameplay habits. Data were analyzed using analysis of variance (ANOVA) and moderated mediation with PROCESS macro (bootstrapped samples=5000; 95% CI) to examine the effects of video gameplay on stoicism and loneliness, with alpha level set at .05.
Results: Zelda players indicated higher stoicism (M = 4.87; 95% CI 4.66 to 5.08) than non-players (M = 3.23; 95% CI 3.09 to 3.37; F(1, 2252) = 164.95, P < .001). Yoshi players also noted significantly higher stoicism (M = 4.49; 95% CI 4.27 to 4.72) than non-players (M = 3.61; 95% CI 3.50 to 3.71; F(1, 2252) = 48.33, P < .001), with a significant interaction effect (F(1, 2252) = 7.89, P = .005) on stoicism. Furthermore, Zelda players indicated lower loneliness (M = 3.02; 95% CI 2.81 to 3.22) than non-players (M = 4.28; 95% CI 4.14 to 4.42; F(1, 2252) = 98.32, P < .001). Yoshi players also noted significantly lower loneliness (M = 3.09; 95% CI 2.86 to 3.32) than non-players (M = 4.21; 95% CI 4.10 to 4.32; F(1, 2252) = 76.32, P < .001). Moderated mediation analysis demonstrated that Zelda gameplay was positively associated with stoicism (b = 1.28, 95% CI 1.07 to 1.50, P < .001), and stoicism was negatively associated with perceived loneliness (b = -0.49, 95% CI -0.52 to -0.45, P < .001).
Conclusions: This study is innovative in identifying stoicism as a potential emotional pathway through which video games may reduce loneliness. Moving beyond views of gaming as passive escapism, our findings suggest specific gameplay experiences may serve as active spaces for cultivating resilience. We introduce a ‘digital diet’ framework, indicating that balancing open-world challenge (Zelda) with low-stakes restoration (Yoshi) produces synergistic psychological support. Practically, thoughtfully curated gaming experiences may serve as scalable and cost-effective digital adjuncts for public mental health interventions addressing the loneliness epidemic.
Keywords
Video games; loneliness; stoicism; open-world games; fun games; Zelda; Yoshi
Date Acceptance
2026-05-12
Citation
Journal of Medical Internet Research
ISSN
1439-4456
Publisher
JMIR Publications
Journal / Book Title
Journal of Medical Internet Research
Copyright Statement
Copyright © Congcong Hou, Winze Tam, Andini Ayu Rahmadianty, Pradana Rajendra, Andreas Benedikt Eisingerich. This is the author’s accepted manuscript made available under a CC-BY licence in accordance with Imperial’s Research Publications Open Access policy (www.imperial.ac.uk/oa-policy)
License URL
Publication Status
Accepted
