Super Mario Bros. and Yoshi Games’ Affordance of Childlike Wonder and Reduced Burnout Risk in Young Adults: In-Depth Mixed Methods Cross-Sectional Study

The findings showed the significant positive effect of popular video games such as Super Mario Bros. and Yoshi on fostering players' childlike wonder, increasing happiness, and reducing burnout risk. This study was among the first to identify childlike wonder as an emotional pathway through which mainstream video games could enhance well-being and reduce burnout. By moving beyond escapism and nostalgia, it offers a new perspective on how well-designed, globally familiar games can function as accessible, resilience-building digital microenvironments. These findings contributed to research bridging gaming and mental health and have practical implications for game designers, educators, and health professionals interested in promoting mental wellness through everyday play.

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Publication Details

Journal
JMIR Serious Games
Published
2025-12-19
DOI
https://doi.org/10.2196/84219
Primary Topic
Media Influence and Health
Type
article
Field-Weighted Citation Impact
0.00
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article

Super Mario Bros. and Yoshi Games’ Affordance of Childlike Wonder and Reduced Burnout Risk in Young Adults: In-Depth Mixed Methods Cross-Sectional Study

Weng-Kin Tam, Andreas Benedikt Eisingerich, Congcong Hou
JMIR Serious Games
Media Influence and Health
article

Super Mario Bros. and Yoshi Games’ Affordance of Childlike Wonder and Reduced Burnout Risk in Young Adults: In-Depth Mixed Methods Cross-Sectional Study

Weng-Kin Tam, Andreas Benedikt Eisingerich, Congcong Hou
article en

Abstract

The findings showed the significant positive effect of popular video games such as Super Mario Bros. and Yoshi on fostering players' childlike wonder, increasing happiness, and reducing burnout risk. This study was among the first to identify childlike wonder as an emotional pathway through which mainstream video games could enhance well-being and reduce burnout. By moving beyond escapism and nostalgia, it offers a new perspective on how well-designed, globally familiar games can function as accessible, resilience-building digital microenvironments. These findings contributed to research bridging gaming and mental health and have practical implications for game designers, educators, and health professionals interested in promoting mental wellness through everyday play.

JMIR Serious GamesVol. 13
Kyushu Sangyo University (JP), Imperial College London (GB)
Openalex Percentile: Top 60%
Media Influence and Health
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