Youth Wellbeing in Digital Space: Analyzing Mental Health Representations Through Minecraft Building
Abstract Introduction Adolescent well-being is a multidimensional concept impacting lifelong health outcomes. As video games have become central to youth culture, they offer methodological opportunities to explore young people's perspectives. This study uses Minecraft as an innovative research tool to understand how youth conceptualize well-being. Methods Twelve participants (aged 15-22) were recruited through a French streaming community to create their ideal well-being spaces in Minecraft during a 7-hour construction challenge. A mixed-methods approach combined visual analysis of constructions and thematic analysis of presentations, using the five domains of the UN H6+ framework on adolescent well-being. Results Analysis revealed an uneven representation of well-being domains. Social connectedness and healthy lifestyle dimensions predominated (in 7/12 constructions), manifesting through communal spaces and health-promoting environments. Learning and safety domains were moderately represented (in 4 and 3 constructions), while agency elements were minimal. Natural elements were valued, with most constructions incorporating both outdoor and indoor spaces. Work/study spaces typically integrated with gaming setups rather than being isolated. Discussion This study contributes methodologically by demonstrating gaming environments’ potential as innovative research tools, and empirically by revealing how young gamers conceptualize well-being through social and physical dimensions, challenging gaming stereotypes. The underrepresentation of safety and agency domains may reflect the French context, where personal security exceeds OECD averages. The digital approach offered unique strengths, allowing extended reflection suitable for adolescents. Conclusions Minecraft-based research opens new avenues at the intersection of digital games and youth well-being, with applications for youth-centered health promotion interventions. Key messages • Digital games offer methodological innovations for youth research. Our Minecraft challenge demonstrates how creative expression reveals adolescent perspectives on different well-being domains. • Young gamers challenge stereotypes by prioritizing social spaces and natural environments in their well-being constructions. Gaming platforms offer innovative windows into youth health perspectives.
Institutions
- Inserm (FR)
- Université Paris Cité (FR)
- Mari Petroleum Company (Pakistan) (PK)
- Sorbonne Paris Cité (FR)
- Assistance Publique – Hôpitaux de Paris (FR)
- Hôpital Robert-Debré (FR)
- Surface du Verre et Interfaces (FR)
- Hospital Privado (AR)
Publication Details
- Journal
- European Journal of Public Health
- Published
- 2025-10-01
- DOI
- https://doi.org/10.1093/eurpub/ckaf161.319
- Primary Topic
- Impact of Technology on Adolescents
- Type
- article
- Field-Weighted Citation Impact
- 0.00