Super Mario Bros. and Yoshi games’ affordance of childlike wonder and reduced burnout risk: in-depth mixed-methods cross-sectional study with young adults
File(s)
Author(s)
Tam, Winze
Hou, Congcong
Eisingerich, Andreas
Type
Journal Article
Abstract
Background: Unrelenting pressure and an ‘always-on’ culture can leave no time for genuine rest among young adults. While video gameplay has been noted to afford cognitive escapism and relaxation, critical questions remain about the influence of popular video games, such as Super Mario Bros., and their potential effects on young adults’ burnout risk.
Objective: This study examined the extent to which, if at all, popular video games such as Super Mario Bros. and Yoshi could foster childlike wonder. It also investigated the potential of these games to reduce burnout risk among young adults.
Methods: We employed a mixed methods approach. First, qualitative data were collected through 41 exploratory, in-depth interviews (NFemale = 19 (46.3%), NMale = 21 (51.2%), NPrefer not to disclose gender = 1 (2.4%); MAge = 22.51 years, SDAge = 1.52 years), with university students who had experience playing Super Mario Bros. or Yoshi. Second, quantitative data were collected in a cross-sectional survey (N = 336) of players of Super Mario Bros. and Yoshi to examine the games’ affordance of childlike wonder, overall happiness in life and burnout risk.
Results: Insights from in-depth interviews showed that players appreciated the ability of Super Mario and Yoshi games to instill childlike wonder, enhance happiness in life, and reduce burnout risk. Quantitative analyses showed that the games’ affordance of childlike wonder positively affected young adults’ happiness (b = .296, SE = .044, t = 6.796, p < .001, 95% CI: LLCI = .211, ULCI = .382). In turn, overall happiness significantly reduced risk of burnout (b = -.475, SE = .049, t = -9.554, p < .001, 95% CI: LLCI = -.572, ULCI = -.377). Results showed that happiness fully mediated the impact of childlike wonder on burnout, as the direct effect of childlike wonder on burnout risk became insignificant (b = -.079, SE = .042, t = -1.880, p = .061, 95% CI: LLCI = -.162, ULCI = .004), while the indirect effect of childlike wonder on burnout risk was significant (b = -.141, BootSE = .029, 95% CI: BootLLCI = -.203, BootULCI = -.087).
Conclusions: The findings showed the significant positive effect of popular video games such as Super Mario Bros. and Yoshi on fostering players’ childlike wonder, increasing happiness, and reducing burnout risk. This study was among the first to identify childlike wonder as an emotional pathway through which mainstream video games could enhance well-being and reduce burnout. By moving beyond escapism and nostalgia, it offers a new perspective on how well-designed, globally familiar games can function as accessible, resilience-building digital micro-environments. These findings contributed to research bridging gaming and mental health and have practical implications for game designers, educators, and health professionals interested in promoting mental wellness through everyday play.
Objective: This study examined the extent to which, if at all, popular video games such as Super Mario Bros. and Yoshi could foster childlike wonder. It also investigated the potential of these games to reduce burnout risk among young adults.
Methods: We employed a mixed methods approach. First, qualitative data were collected through 41 exploratory, in-depth interviews (NFemale = 19 (46.3%), NMale = 21 (51.2%), NPrefer not to disclose gender = 1 (2.4%); MAge = 22.51 years, SDAge = 1.52 years), with university students who had experience playing Super Mario Bros. or Yoshi. Second, quantitative data were collected in a cross-sectional survey (N = 336) of players of Super Mario Bros. and Yoshi to examine the games’ affordance of childlike wonder, overall happiness in life and burnout risk.
Results: Insights from in-depth interviews showed that players appreciated the ability of Super Mario and Yoshi games to instill childlike wonder, enhance happiness in life, and reduce burnout risk. Quantitative analyses showed that the games’ affordance of childlike wonder positively affected young adults’ happiness (b = .296, SE = .044, t = 6.796, p < .001, 95% CI: LLCI = .211, ULCI = .382). In turn, overall happiness significantly reduced risk of burnout (b = -.475, SE = .049, t = -9.554, p < .001, 95% CI: LLCI = -.572, ULCI = -.377). Results showed that happiness fully mediated the impact of childlike wonder on burnout, as the direct effect of childlike wonder on burnout risk became insignificant (b = -.079, SE = .042, t = -1.880, p = .061, 95% CI: LLCI = -.162, ULCI = .004), while the indirect effect of childlike wonder on burnout risk was significant (b = -.141, BootSE = .029, 95% CI: BootLLCI = -.203, BootULCI = -.087).
Conclusions: The findings showed the significant positive effect of popular video games such as Super Mario Bros. and Yoshi on fostering players’ childlike wonder, increasing happiness, and reducing burnout risk. This study was among the first to identify childlike wonder as an emotional pathway through which mainstream video games could enhance well-being and reduce burnout. By moving beyond escapism and nostalgia, it offers a new perspective on how well-designed, globally familiar games can function as accessible, resilience-building digital micro-environments. These findings contributed to research bridging gaming and mental health and have practical implications for game designers, educators, and health professionals interested in promoting mental wellness through everyday play.
Date Acceptance
2025-11-28
Citation
Journal of Medical Internet Research
ISSN
1439-4456
Publisher
JMIR Publications
Journal / Book Title
Journal of Medical Internet Research
Copyright Statement
Copyright This paper is embargoed until publication. Once published the author’s accepted manuscript will be made available under a CC-BY License in accordance with Imperial’s Research Publications Open Access policy (www.imperial.ac.uk/oa-policy).
License URL
Publication Status
Accepted