How do video games affect mental health? A narrative review of 13 proposed mechanisms
File(s) 2026-03983-001.pdf (3.4 MB)
Published version
Author(s)
Ballou, Nick
Hakman, Thomas
Vuorre, Matti
Magnusson, Kristoffer
Przybylski, Andrew K
Type
Journal Article
Abstract
Researchers have proposed a variety of mechanisms through which playing video games might affect mental health by displacing more psychosocially beneficial activities, satisfying or frustrating basic psychological needs, relieving stress, and many more. However, these mechanisms and their underlying causal structures are rarely made explicit. Here, we review 13 proposed effects of gaming on mental health. For each, we specify a counterfactual—that is, what concrete aspect of gaming should be changed in a hypothetical alternative universe to produce the effect of interest—and illustrate these with example directed acyclic graphs. In doing so, we hope to encourage more focused efforts to propose, falsify, and iterate on (causal) theories using well-established formal methods of causal inference. Only in doing so can the field realize its potential to inform clinical interventions, regulation, game design, and the behavior of players and parents.
Date Issued
2025-04-30
Date Acceptance
2024-11-19
Citation
Technology, Mind, and Behavior, 2025, 6 (2), pp.123-143
ISSN
2689-0208
Publisher
American Psychological Association
Start Page
123
End Page
143
Journal / Book Title
Technology, Mind, and Behavior
Volume
6
Issue
2
Copyright Statement
© 2025 The Author(s) This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (CC BY-NC-ND). This license permits copying and redistributing the work in any medium or format for noncommercial use provided the original authors and source are credited and a link to the license is included in attribution. No derivative works are permitted under this license.
Publication Status
Published
Date Publish Online
2025-04-30
