Although there may be no statistically significant differences in preferred video game genres between adults at higher vs. lower risk of extreme social withdrawal, distinct gameplay preferences may help inform the design of future game-based interventions, according to a recent study.
Investigators conducted a mixed-methods cross-sectional survey of 529 adults residing in Japan who reported playing video games. The participants were recruited through the Crowdworks online platform and completed the validated NEET-Hikikomori Risk Scale and open-ended questions about gaming preferences. Based on a prespecified cut-off score, the participants were categorized as having either high or low risk of hikikomori. Quantitative analyses examined associations between hikikomori risk and preferred game genres and keywords, while qualitative thematic analysis evaluated participants’ experiences with single-player, multiplayer, and online gaming. The investigators hoped to determine whether gaming preferences differed across hikikomori risk and to identify game features that could inform future game-based interventions.
The primary outcome was the relationship between hikikomori risk and gaming preferences. The investigators also examined attitudes toward cooperative and competitive play, narrative and strategic gameplay, and other game characteristics that may support intervention development.
Quantitative analyses found no statistically significant associations between hikikomori risk and preferred game genres or game-related keywords following correction for multiple comparisons. Role-playing, action, adventure, and simulation games were among the most commonly reported genres across both groups. Although action, puzzle, and shooter games were mentioned more frequently among the participants at lower risk, these differences were not statistically significant.
The qualitative findings suggested meaningful differences in how participants described their gaming experiences. Compared with those at lower risk, the participants at higher risk more frequently expressed a preference for cooperative rather than competitive gameplay and described greater sensitivity to toxic online interactions. They also emphasized immersive storytelling, strategic gameplay, role-playing mechanics, and opportunities to progress at their own pace. The participants commonly valued shorter gameplay sessions, flexible progression, and customizable experiences while expressing frustration with pay-to-win mechanics and prolonged or highly competitive online environments.
The investigators proposed several considerations for future game-based interventions, including cooperative multiplayer systems, narrative-driven experiences, strategic and role-playing elements, shorter and more flexible gameplay sessions, and stronger moderation of negative player interactions. They noted that these recommendations were informed primarily by the qualitative findings rather than statistically significant differences in genre preferences.
The participants were recruited through a Japanese crowdsourcing platform, which may limit generalizability to other populations. The cross-sectional design precluded conclusions about causality, and the study did not evaluate gaming disorder, gameplay duration, or whether the proposed game features improve clinical or social outcomes. The investigators also noted that additional studies involving more diverse populations and multivariable analyses are warranted. They stated that their observations may help inform future game-based interventions designed to complement established therapeutic approaches.
“It is important to reiterate that game-based interventional approaches are not meant to substitute traditional intervention approaches such as therapy but rather to complement them,” wrote lead study author Brian Confessor, of the Nara Institute of Science and Technology in Japan, and colleagues.
The study authors reported no conflicts of interest.
Source: PLOS Mental Health
