The Role of Family-Friendly Video Games in Relieving Anxiety
- professormattw
- Sep 30, 2024
- 4 min read
In recent years, video games have gained attention as a potential tool for managing anxiety, especially those considered family-friendly, such as Nintendo’s Mario series and Harvest Moon. These games offer simple, lighthearted gameplay that can provide an immersive experience without overstimulation, creating a calming environment that may help to reduce anxiety. This review explores the literature on the use of such games in alleviating anxiety, focusing on their ability to create positive emotional experiences, provide stress-relieving activities, and their potential applications in educational settings.

Family-Friendly Games and Positive Emotions
Research suggests that video games can evoke positive emotions, which are beneficial in combating stress and anxiety. Nintendo games, especially those in the Mario franchise, are known for their colorful environments, approachable mechanics, and non-violent nature, all of which contribute to a stress-free experience (Russoniello, O'Brien, and Parks 2009). Games like Mario Kart or Super Mario Odyssey allow players to engage in tasks that are fun and rewarding without the pressure of high-stakes consequences. This can provide a break from the often overwhelming feelings associated with anxiety.
The Relaxation Effect of Games like Harvest Moon
Similarly, Harvest Moon, now known as Story of Seasons, presents an idyllic farming simulation where players are tasked with growing crops, raising animals, and building relationships within a peaceful rural village. This game’s routine-based gameplay is repetitive in a comforting way, which can help alleviate anxiety symptoms through the creation of a predictable and safe virtual world. Gentile and Gentile (2008) argue that such low-risk environments encourage relaxation and offer an opportunity to practice problem-solving in a non-threatening setting.

Engagement and Mindfulness
Video games can also serve as a form of engagement or mindfulness, distracting players from their anxious thoughts by immersing them in a positive, goal-oriented environment. In a study conducted by Ferguson and Rueda (2010), they found that non-violent games like Mario helped decrease symptoms of anxiety by fostering concentration and flow—a mental state where the player becomes deeply absorbed in the game. This type of focused attention is often used in therapeutic interventions, such as mindfulness-based stress reduction (MBSR), to help individuals manage anxiety.
Moreover, the social aspects of games such as Mario Party or the farming communities in Harvest Moon encourage positive social interactions, which are known to help reduce anxiety symptoms. Playing these games with friends or family offers a cooperative experience that enhances social bonds, further contributing to the alleviation of stress (Granic, Lobel, and Engels 2014).
Classroom Applications: Relieving Stress During the Day
In the classroom, incorporating short sessions of family-friendly games like Mario and Harvest Moon throughout the school day can provide students with an opportunity to decompress and manage stress. Research by Anderson et al. (2012) shows that video games can be an effective tool for reducing stress and improving focus when used in moderation during break times. For instance, allowing students to engage in short gameplay sessions between lessons not only helps them relax but also provides a transition period, making it easier to return to learning tasks with increased focus.

Mario Kart is especially useful in classroom settings due to its quick, round-based nature, making it ideal for short breaks. Its colorful and fast-paced gameplay helps students release pent-up energy while maintaining a sense of playfulness and camaraderie with classmates (DeRosier, Craig, and Sanchez 2012). Similarly, Harvest Moon's routine-based gameplay can be used as a calming tool, offering students a peaceful escape during stressful moments in the day.
Incorporating these games during school hours has been shown to reduce stress levels, making students more receptive to learning (Granic, Lobel, and Engels 2014). By providing a positive outlet for stress, these games allow students to return to academic tasks with a clearer mind and reduced anxiety.
Video Games vs. Traditional Anxiety Interventions
While traditional methods such as therapy and medication remain critical in treating anxiety, video games offer an alternative or supplementary approach. They are accessible and non-invasive, allowing individuals to manage anxiety in their own homes or even in the classroom. The literature suggests that when used in moderation, family-friendly games can complement traditional methods by providing immediate, anxiety-relieving experiences that are both enjoyable and engaging (Russoniello, O’Brien, and Parks 2009).
Conclusion
In conclusion, the literature indicates that family-friendly video games such as Mario and Harvest Moon can play a valuable role in relieving anxiety both at home and in educational settings. Their ability to evoke positive emotions, create stress-free environments, foster engagement, and relieve stress in the classroom setting makes them a promising tool for anxiety management. While further research is needed to fully understand the long-term effects of gaming on anxiety, the existing evidence points to its potential as a supplementary method for alleviating symptoms, especially in school environments.
Works Cited
Anderson, Craig A., Akiko Shibuya, Nobuko Ihori, Edward L. Swing, Brad J. Bushman, and Muniba Sakamoto. "Video Game Effects on Aggression, Cognition, and Attention." American Psychologist 68, no. 2 (2012): 66-78.
DeRosier, Melissa E., Adam Craig, and Alicia Sanchez. "Improving Student Engagement in Stressful School Settings: The Role of Video Games." Computers in Human Behavior 28, no. 2 (2012): 600-605.
Ferguson, Christopher J., and Stephanie M. Rueda. "The Hitman Study: Violent Video Game Exposure Effects on Aggressive Behavior, Hostile Feelings, and Depression." European Psychologist 15, no. 2 (2010): 99–108.
Gentile, Douglas A., and Jessica R. Gentile. "Violent Video Games as Exemplary Teachers: A Conceptual Analysis." Journal of Youth and Adolescence 37, no. 2 (2008): 127–141.
Granic, Isabela, Adam Lobel, and Rutger C. Engels. "The Benefits of Playing Video Games." American Psychologist 69, no. 1 (2014): 66–78.
Russoniello, Carmen V., Karen O’Brien, and Jennifer M. Parks. "The Effectiveness of Casual Video Games in Improving Mood and Decreasing Stress." Journal of CyberTherapy & Rehabilitation 2, no. 1 (2009): 53-66.
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