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

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
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Youth Wellbeing in Digital Space: Analyzing Mental Health Representations Through Minecraft Building

European Journal of Public Health
Impact of Technology on Adolescents
article

Youth Wellbeing in Digital Space: Analyzing Mental Health Representations Through Minecraft Building

article en

Abstract

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.

European Journal of Public HealthVol. 35(Supplement_4)
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)
Openalex Percentile: Top 35%
Impact of Technology on Adolescents
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.