Player anxiety and behavior both visualized and analyzed.
This page explores our research questions through a series of data visualizations, uncovering patterns in online gaming experiences.
Online gaming has evolved from a niche hobby to a mainstream activity, capturing the attention of millions of people all over the world. With this surge in popularity, there has been increasing interest in understanding how online gaming affects mental health. The topic is highly relevant in today’s digital culture, as more people integrate gaming into their daily lives, not just as a form of entertainment but also as a means of social interaction and stress relief.

This project explores the intricate relationship between online gaming and mental health, positing that: “online gaming, when engaged with mindfully, can have beneficial effects on mental health.”
Benefits of Online Gaming
Research shows that online gaming can improve cognitive skills, reduce stress, and provide social support. For example, a study by Jones (2014) suggests that video games can reduce stress, help individuals connect socially, and build emotional resilience.8 This aligns with findings from Rodríguez (2022), which discuss how video games influence players’ perceptions and emotions, contributing to their mental well-being both during and outside of gameplay.16
Reasons for Play
People participate in online gaming for many reasons, like enjoying immersive experiences, building communities, and a sense of achievement. Poppelaars (2018) found that video games can help prevent anxiety and depression, particularly among adolescents, by providing a controlled environment where they can tackle challenges and achieve goals, which boosts their motivation and affect.14
Variety of Games
The diversity of online games caters to different preferences and needs, which in turn contributes to their positive effects. Hazel (2022) notes that different types of games, from casual to competitive, can offer emotional, psychological, and social benefits, helping players manage anxiety and depression.7
DATA ANALYSIS
The global distribution map created using the “Online Gaming Anxiety” data from Tableau software visually represents the average totals from both GAD and SPIN scores across different regions. This map highlights significant geographical patterns, revealing areas with lower anxiety and higher well-being scores, such as New Zealand and Canada, and regions with the opposite trends, such as Russia and South Africa. These patterns suggest that socio-cultural factors, economic conditions, and availability of mental health resources play crucial roles in shaping the mental health outcomes of online gamers in different parts of the world.
The average total scores of GAD, SPIN, and SWL from the “Online Gaming Anxiety” dataset are compared by gaming platform in this horizontal bar plot. It can be observed that the highest average scores of GAD and SPIN are found among those whose preferred gaming platform is a smartphone or tablet. The lowest average SWL scores are seen equally among those who play on a personal computer (PC) and those who play on a smartphone or tablet. The discrepancies between scores for GAD and SPIN across platforms are more significant than those of SWL scores. Hence, it can be inferred that smartphone and tablet players are more likely to experience anxiety and social phobias than console or PC players.
Overall, it can be argued that on average, across platforms, gamers are mostly satisfied with their lives with relatively low anxiety levels but may experience some social phobias. This aligns with findings by Twenge (2020), which indicate that poor mental health symptoms and low life satisfaction are more strongly associated with Internet, social media use, and mobile games rather than with time spent playing video games on a console or PC.18 The data visualization demonstrates that while online gaming can pose mental health challenges, particularly with smartphone and tablet users, it also shows that most gamers report satisfaction with their lives, suggesting that mindful engagement in online gaming can potentially foster positive mental health outcomes.
The heat map visualization examines the relationship between gamers’ work status, education level, and their average SPIN and narcissism scores from information provided in the “Online Gaming Anxiety” dataset. Average SPIN scores are represented by color (blue for lower, green for higher), and average narcissism scores by the size of the squares (larger squares indicate higher scores). The highest average SPIN score and the highest average narcissism score is among unemployed individuals with a Ph.D. or equivalent, while the second highest scores for both metrics are also among the unemployed but are those with no degree. Conversely, those employed with a bachelor’s degree have the lowest average SPIN and narcissism scores.
Students have consistent average narcissism scores across education levels, but their SPIN scores vary. SPIN scores are generally lower for those in higher education if they are students or employed. The high scores for the unemployed may reflect societal pressures and stressors rather than gaming itself. This suggests that online gaming might serve as both a refuge and an additional source of stress, highlighting the need to address broader mental health issues among gamers, especially those who are unemployed or in educational transitions.
This data visualization illustrates the complex dynamics between online gaming, work, and education on mental health. It underscores the notion that while online gaming can provide benefits, mindful engagement is crucial to mitigate potential negative effects, especially for those experiencing significant life stresses such as unemployment or academic pressures.
This grouped bar graph from the “Online Gaming Anxiety” dataset contrasts preferred play styles with average SWL scores and reasons for engaging in gaming. Categories are divided between those who prefer playing with strangers and those who prefer playing solo, with real-life (IRL) friends, or with online acquaintances and friends. The graph reveals that gamers focused on winning consistently have the lowest SWL scores, regardless of their play style, indicating that a win-centric approach correlates with lower life satisfaction. In contrast, players who game for reasons other than winning show higher SWL scores when playing solo or with friends compared to playing with strangers, suggesting that the variability and potential conflicts introduced by playing with strangers can negatively impact life satisfaction.
This visualization underscores the importance of gaming motivations on mental well-being. It suggests that to enhance life satisfaction, gamers should avoid making “playing to win” their primary goal and instead focus on “having fun.” This aligns with the broader project assertion that online gaming can positively affect mental health if engaged in mindfully. By understanding the impact of different play styles and motivations, gamers can better navigate their gaming experiences to foster improved mental health and overall life satisfaction.
The Current Literature Base
The literature review on the effect of video games on mental health presents mixed results. Some studies suggest that video games can encourage aggressive and anxious behavior (Li 2022)12, while others report that moderate gaming improves emotional well-being and sociability (Hazel 2022).7 Therapists have even used specially designed video games to enhance patient-therapist interaction and aid group therapy (DeRosier 2018).2 Scholars generally agree on the need for time limits for younger gamers to ensure proper cognitive development and monitor their technological use (Lau 2018).10 With the rise of smart devices integrating social media and gaming, it is noted that girls who use the internet more than playing video games have seen a decline in mental health (Twenge 2020).18
Industry experts, including video game developers, healthcare professionals, and mental health activists, acknowledge that video games employ addictive tactics to increase user engagement for profit (Siu 2022).17 This includes in-app purchases and virtual currencies, with psychological consultants hired to make games more addictive (Gibson 2016).3 Countries like China, India, and the UK have implemented legal restrictions on video games, with varying results (Green 2015).4 Key questions remain about how demographic factors like gender and age affect gamers’ mental health and what constitutes safe gaming practices. Our team aims to use our data visualizations and datasets to address these questions and contribute to the literature.
The history of online gaming, from 1981 to 2015, showcases significant technological advancements and social changes. Early networked games in 1981 laid the groundwork for today’s sophisticated platforms (Griffiths 2020).5 As online gaming’s popularity soared, so did concerns about its impact on mental health, particularly gaming addiction, which health experts describe as excessive gameplay disrupting daily life and harming mental well-being. The timeline highlights periods of peak gaming popularity, often coinciding with increased reports of gaming addiction and related mental health issues, illustrating not only the evolution of technology but also the shifting landscape of social interactions and challenges.
Gaming addiction has evolved into a recognized mental health disorder, with its roots tracing back to early reports of problematic gaming behaviors. In 1982, the first documented cases of video game addiction were noted, including “Space Invaders obsession” and “computer catatonia,” which highlighted the emerging link between gaming and mental health issues (Griffiths 2020).5
The trend continued with the rise of mobile gaming. By 2008-2009, mobile gaming apps had become widespread, and by 2012, there was a notable 22% increase in video game play on smartphones and a 37% rise via wireless devices (Griffiths 2020).5 This surge in accessibility made it easier for players, especially a younger audience, to engage in in-game purchases, further fueling addiction. Additionally, specific elements within games are created and used to be addictive to players. Siu argues, along with studies from people within the gaming industry itself, that these addictive elements have created a mental health catastrophe among the youth (Siu 2022).17
As gaming technology advanced, so did the concerns about its potential for addiction. By 2004, the release of “World of Warcraft” and similar MMORPGs, along with the introduction of in-game purchases, added a new layer of complexity (Griffiths 2020).5 This economic model, allowing players to buy virtual goods and upgrades, led to significant financial spending and contributed to the development of addictive behaviors.
In response to these growing concerns, the American Psychiatric Association included Internet Gaming Disorder (IGD) in the DSM-5 in 2013 (Griffiths 2020).5 This inclusion represented a formal acknowledgment of the mental health impacts associated with online gaming and underscored the need for further clinical research and understanding of gaming addiction. There is also the ongoing debate of whether or not violent games impact young children. Some believe that playing violent games can incite more aggressive behavior in children. This concern has been a part of the conversation about gaming for many years and is reflected in the timeline as gaming became more mainstream and diverse in its offerings. For example, Griffiths’ studies in the late 1990s and early 2000s highlighted the potential negative effects of violent games on young players (Griffiths 2012).6
This vertical stacked bar chart, based on the “Predict Online Gaming Behavior” dataset, shows how long different age groups play online games at various engagement levels. It compares average session duration of players (in minutes) with their engagement level (low, medium, high), and separates the data by age groups (teens, 20s, 30s, 40s).
The size of each sub-bar indicates the number of respondents within each group, providing additional context regarding the distribution of participants. Notably, teens exhibit the highest average session duration at all engagement levels, followed by those in their 40s, 20s, and lastly, 30s, who have the lowest average session duration.
This dataset includes gamers aged 15-49, offering valuable insights into their gaming behavior. The visualization illustrates the positive correlation between higher engagement levels and longer gaming sessions, which can be indicative of a more immersive and potentially beneficial gaming experience. As engagement increases, players may experience greater enjoyment and stress relief, contributing to better mental health outcomes when gaming is approached mindfully.
Additionally, the varied engagement levels across age groups underscore the universal appeal of online gaming and its potential mental health benefits across different demographics. This comprehensive understanding aids in framing online gaming as a multifaceted activity that, with mindful engagement, can positively impact mental health.
The treemap of average GAD scores by gender, visualized using the “Online Gaming Anxiety” dataset, reveals significant insights into the demographic and mental health dynamics within the gaming community. The disproportionately large rectangle for males compared to the smaller rectangles for females and other genders illustrates the male dominance in the survey population. Color gradients from light to dark purple indicate varying anxiety levels, with males exhibiting lower average scores, while females and other genders show higher levels of anxiety. This disparity suggests a male-dominated gaming environment, where females and other genders face higher anxiety, likely due to social dynamics and discrimination (Kuss 2022).10 Lopez-Fernandez (2019) explains that female gamers experience increased mental health symptoms due to stereotypes and discrimination in the predominantly male gaming space.13 Studies, such as those by Lee (2017)11 and Zaveri (2019)19, corroborate that minorities in gender experience poorer mental health, further emphasizing the challenges faced by non-male gamers.
Despite these challenges, the growing popularity of gaming offers opportunities for creating inclusive spaces that support minorities. Prochnow (2024) highlights that joining social networks within online gaming can reduce feelings of isolation and provide support.15 This data visualization underscores the need for mindful engagement in gaming to address mental health challenges, particularly for minority groups. By fostering inclusive and supportive gaming environments, the beneficial effects of online gaming on mental health can be harnessed, promoting a healthier and more balanced community for all gamers.
CONCLUSION
Despite concerns over potential negative impacts, particularly for younger players, it is crucial to recognize that gaming in moderation can be beneficial. Setting time limits and maintaining a balanced approach to gaming can lead to cognitive, social, and emotional benefits (Chaarani 2022).1 Our research explores questions not yet holistically addressed by scholars, such as why people play video games and how demographic factors like age, gender, and geography impact mental health outcomes. By examining factors such as anxiety, life satisfaction, social phobias, and self-image, while also considering the role of external social factors, we aim to provide a more comprehensive understanding of gaming’s effects on the developing mind.
However, the concept of “mindfully” engaging in online gaming is complex and cannot be universally defined. It is not within our scope to fully conceptualize mindfulness in this context, as it depends on individual circumstances, including pre-existing social, economic, and mental health conditions. These factors vary widely across different demographics, making the experience and impact of gaming unique for each person. As video games become increasingly popular and immersive, our study contributes to a balanced understanding of how they integrate into our social lives and affect our social identities.
Ultimately, our project supports the thesis that online gaming, when engaged mindfully, can have beneficial effects on mental health. This includes improving cognitive function, fostering a sense of community, and offering valuable insights for parents, educators, mental health professionals, policymakers, and gaming developers to ensure safe gaming practices. More research is needed to explore how mindfulness in gaming can be effectively cultivated, tailored to individual needs, and understood within diverse contexts. This nuanced knowledge will help one to grasp the complex dynamics within the gaming community, while highlighting the specific needs and challenges faced by different demographic groups.