The Effects of Open-World and Fun, Accessible Games on Perceived Loneliness and Stoicism in Adults: Cross-Sectional Survey Study

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Abstract

Background: Loneliness has been linked to reduced mental and physical health. The “loneliness epidemic” is recognized as a public health crisis. However, questions remain about the potential of video games, which people play by themselves, to help reduce perceived loneliness. Objective: This study explored the extent to which open-world games (eg, The Legend of Zelda: Breath of the Wild) and fun, accessible games (eg, 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 2252 adults aged 21 years and older (women: n=966, 42.90%; men: n=1281, 56.90%; prefer not to disclose: n=5, 0.20%). Participants completed a questionnaire to measure perceived loneliness and stoicism, as well as their gameplay habits. Data were analyzed using ANOVA and moderated mediation with the PROCESS macro (bootstrapped samples=5000; 95% CI) to examine the effects of video gameplay on stoicism and loneliness, with the α level set at .05. Results: Zelda players indicated higher stoicism (mean 4.87, SD 0.11; 95% CI 4.66-5.08) than nonplayers (mean 3.23, SD 0.07; 95% CI 3.09-3.37; F1,2252=164.95; P

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APA

Hou, C., Tam, W., Rahmadianty, A. A., Rajendra, P., & Eisingerich, A. B. (2026). The Effects of Open-World and Fun, Accessible Games on Perceived Loneliness and Stoicism in Adults: Cross-Sectional Survey Study. JMIR Serious Games, 14. https://doi.org/10.2196/89304

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