
The link between video games and mental health is often misrepresented in public discourse. It’s rarely as simple as “good” or “bad.” When understood in context, gaming offers a unique form of interactive escapism that can be beneficial for emotional regulation, stress relief, and social engagement.
The Psychological Value of Escapism
Escapism is often portrayed as avoidance, but in moderation, it can serve a healthy psychological function. Dr. Kelli Dunlap, PsyD, a clinical psychologist and game designer, argues that “escapism isn’t inherently harmful. It becomes a concern when it’s the only coping strategy. But a little escape can provide much-needed space to regroup.”
Unlike passive media like television or books, games are participatory. They require focus, decision-making and agency. This is particularly helpful for individuals dealing with anxiety, where rumination can dominate unstructured time. Immersive games such as The Witcher 3, Skyrim, or Horizon: Forbidden West create richly detailed worlds that allow players to explore at their own pace, offering a sense of mastery and autonomy often lacking in real life.
Psychiatrist Dr. John Torous, Director of Digital Psychiatry at Beth Israel Deaconess Medical Center, notes that “interactive media can offer structured environments where people can feel in control, something that’s vital when anxiety or depression make the real world feel chaotic.”
Building Community and Combating Isolation
Modern multiplayer games have become more than just competitive platforms. Cooperative games foster communication and shared goals, which can be particularly meaningful for individuals with social anxiety or depression.
Dr. Rachel Kowert, a research psychologist specialising in games and mental health, explains that “online games can create a social support network that’s accessible and less intimidating than in-person interactions.” She adds, “the quality of these online friendships can be just as strong as those formed offline.”
Titles like Final Fantasy XIV or Deep Rock Galactic enable players to work together in low-stakes environments. These games offer both structure and camaraderie, making them helpful for players who may feel disconnected in daily life. During the pandemic, this became especially evident as people turned to gaming not only for entertainment but also for connection.
Emotional Regulation and Cognitive Engagement
Many games are built around challenge, perseverance and decision-making. These mechanisms mirror elements of cognitive behavioural therapy, where structured goals and positive reinforcement are used to reshape thinking patterns.
Neuropsychologist Dr. Daphne Bavelier has pointed out that certain types of games “can sharpen cognitive skills such as attention, spatial reasoning and working memory.” While this doesn’t replace therapy, it provides players with a productive mental outlet.
Narrative-heavy titles such as Celeste or Spiritfarer explicitly address emotional struggle. These stories don’t trivialise mental health issues; they contextualise them in a way that’s approachable. “Games can help people experience difficult emotions in a controlled setting,” says Dr. Anthony Bean, a licensed psychologist and author of The Psychology of Zelda. “It allows for reflection and processing in ways that can be therapeutic, even if the game itself is not formal therapy.”
Caution and Balance
None of this suggests that gaming is a universal remedy. Excessive or compulsive play can interfere with sleep, social obligations and overall wellbeing. “As with anything, it’s about balance,” says Dr. Dunlap. “If gaming is helping you connect, express yourself, or relax, that’s valid. But if it’s becoming your only coping tool, it may be worth reassessing.”
Toxic environments, especially in competitive or heavily monetised games, can cause harm. Online harassment and aggressive microtransactions can exacerbate stress or financial strain, especially among vulnerable users. Choosing the right kind of game, and maintaining awareness of time spent, is critical.
Interactive escapism is not a symptom of weakness but a form of engagement that, when used mindfully, offers psychological benefits. Games can provide structure, stimulation and social interaction at times when those things feel out of reach. As Dr. Bean puts it, “We need to stop viewing games as distractions and start recognising the real ways they support mental health.”
Gaming may not be a replacement for professional care, but it has carved out a legitimate role in the broader landscape of mental health tools. For many, that role is not peripheral—it’s personal, practical and worth taking seriously.