A new study by researchers at the Boston University College of Communication, published in Frontiers in Communication, suggests video games can aid stress management and emotional regulation. The team surveyed just under 350 undergraduate and graduate students about gaming habits, motives for play, and emotional states before, during and after gaming sessions.
Results showed that 64% of respondents used video games as a coping method. Almost 52% reported playing single-player games to cope, while around 57% reported using multiplayer games for that purpose. The most played genres were turn-based strategy, first-person shooters and role-playing games, across computers, consoles such as Xbox or PlayStation, and handheld devices like smartphones.
Researchers identified links between play motives and emotional outcomes. Participants with stronger immersive tendencies were more likely to use gaming to regulate emotions. Those who played for story, social interaction or escapism were more likely to report increased positive feelings after gaming, while players motivated by autonomy and exploration reported the greatest reductions in negative feelings.
Tiernan Cahill, a PhD candidate in emerging media studies, said gaming is now part of many adults' media habits and pointed to a rise in calming titles like Animal Crossing during the COVID-19 pandemic. Cahill described games as a form of “ergodic literature” that requires effort to progress, and argued that overcoming repeated in‑game failure followed by success can build competence and emotional resilience that carry into real life. The study was conducted with James Cummings and Erin Wertz. The researchers emphasise that outcomes vary by game type and player goals.
Difficult words
- cope — manage stress or difficult emotionscoping
- regulate — control or adjust emotions or reactions
- immersive — deeply involving and absorbing for a player
- escapism — seeking distraction or relief from reality
- ergodic literature — work requiring effort to progress
- resilience — ability to recover after stress or difficulty
- motive — reason that leads someone to actmotives
Tip: hover, focus or tap highlighted words in the article to see quick definitions while you read or listen.
Discussion questions
- Have you used video games to manage stress or emotions? Give examples and explain which game features helped.
- How might different game types (single-player, multiplayer, calming titles, competitive games) affect emotional outcomes for players?
- The researchers say outcomes vary by game type and player goals. What limits or risks should future studies consider when linking games to well-being?
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