The Impact of Perceived Autonomy in Open-World Video Games on Anxiety Levels among Adolescents

Research Article
Open access

The Impact of Perceived Autonomy in Open-World Video Games on Anxiety Levels among Adolescents

Yihan Feng 1*
  • 1 New Channel Qingdao    
  • *corresponding author ellen.fyh@icloud.com
LNEP Vol.106
ISSN (Print): 2753-7056
ISSN (Online): 2753-7048
ISBN (Print): 978-1-80590-253-9
ISBN (Online): 978-1-80590-254-6

Abstract

Adolescents globally face significant mental health challenges, with anxiety disorders affecting approximately 31.9% of this demographic. Concurrently, video gaming occupies a substantial portion of teenagers' leisure time, reported at 88%. While concerns about excessive gaming exist, emerging research suggests potential therapeutic benefits, particularly regarding games that fulfill psychological needs like autonomy. This study investigates the relationship between perceived autonomy within open-world video games and self-reported anxiety levels among high school students. Utilizing a mixed-methods design, 50 participants (aged 15-18, M=16.4, SD=0.9) engaged in a standardized 60-minute gameplay session of the popular open-world game 'Genshin Impact'. Perceived autonomy was assessed using an adapted Player Experience Inventory (PEI), while state anxiety was measured before and after gameplay using the State-Trait Anxiety Inventory (STAI) Short Form. Results revealed a significant negative correlation (r = -0.45, p < .05) between overall perceived autonomy and reductions in state anxiety. Analysis of autonomy subscales showed exploration autonomy (freedom to explore the world) had the strongest negative correlation with anxiety reduction (r = -0.52, p < .01), followed by narrative autonomy (meaningful choices) (r = -0.38, p < .05), while immersion alone showed no significant effect. Qualitative insights from participant reflections highlighted themes of empowerment and escapism as key mechanisms. This research contributes to nuanced debates on gaming's role in adolescent mental health, suggesting that open-world games emphasizing player autonomy may serve as accessible tools for emotional regulation. The findings underscore the importance of game design features and encourage parents and educators to consider the quality of gaming experiences over solely focusing on screen time quantity.

Keywords:

autonomy, open-world games, anxiety, emotional regulation, adolescent mental health

Feng,Y. (2025). The Impact of Perceived Autonomy in Open-World Video Games on Anxiety Levels among Adolescents. Lecture Notes in Education Psychology and Public Media,106,9-16.
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1. Introduction

Video games have evolved from mere entertainment to complex psychological landscapes where players navigate challenges, make decisions, and explore virtual worlds. Among adolescents, open-world games like 'The Legend of Zelda: Breath of the Wild' or 'Genshin Impact' are particularly popular due to their emphasis on player freedom. This study investigates how perceived autonomy in such games correlates with anxiety levels in adolescents, a demographic increasingly vulnerable to mental health challenges.

1.1. Context and rationale

Anxiety disorders affect 31.9% of adolescents globally [1], with academic pressure, social media, and identity exploration acting as key stressors. Meanwhile, gaming occupies 88% of teenagers’ leisure time [2]. While excessive gaming is often criticized, emerging research highlights its therapeutic potential [3]. Open-world games, which emphasize autonomy—defined as the freedom to explore, make choices, and influence narratives—may uniquely foster emotional regulation by simulating control in a low-risk environment.

1.2. Research objectives

1). To examine the correlation between perceived autonomy in open-world games and self-reported anxiety.

2). To identify qualitative themes (e.g., empowerment, escapism) that contextualize gameplay experiences.

3). To contribute to debates on gaming’s dual role as a stressor or therapeutic tool.

2. Literature review

2.1. Self-determination theory and autonomy in gaming

Self-Determination Theory (SDT) posits that autonomy, competence, and relatedness are fundamental psychological needs [4]. In gaming, autonomy manifests through mechanics like nonlinear storytelling and open exploration [5]. found that games satisfying autonomy needs enhance intrinsic motivation and well-being, reducing negative affect. Conversely, rigid gameplay structures may exacerbate frustration, particularly in adolescents with low tolerance for ambiguity [6].

2.2. Anxiety in adolescence: a digital age perspective

Adolescents today face unprecedented stressors, including academic competition and social media scrutiny [7]. Situational anxiety, measured via tools like the State-Trait Anxiety Inventory (STAI), fluctuates based on environmental stimuli [8]. While competitive games (e.g., 'Fortnite') may heighten anxiety through social comparison [9], open-world games could counteract this by offering unstructured, self-paced engagement.

2.3. Autonomy as a buffer against anxiety

Perceived control over one's environment is a cornerstone of emotional regulation [10]. Virtual autonomy may act as a 'training ground' for real-world decision-making, allowing players to experiment without consequences. For example, 'Minecraft' players who design virtual worlds report increased self-efficacy [11]. However, overly complex games may overwhelm users, negating benefits [12].

2.4. Contradictions in existing research

The literature remains divided [11]. argues that gaming’s benefits (e.g., stress relief) outweigh its risks, while [12] links excessive play to addiction and social withdrawal. This study seeks to reconcile these perspectives by focusing on autonomy, a variable often overlooked in broad-strokes debates.

2.5. Autonomy in gaming and adolescent development

Adolescents are at a critical stage of identity formation, cognitive growth, and social-emotional development [13]. At this stage, perceived autonomy becomes a particularly salient developmental need. Open-world games, by virtue of their design, offer a platform for adolescents to practice independence, explore values, and make decisions in a relatively consequence-free space. This aligns with what [14] referred to as the “zone of proximal development,” wherein learners test boundaries with support. Open-world games can be conceptualized as a digital zone where players explore autonomy incrementally, gaining confidence through exploration and experimentation.

2.6. Digital agency and psychological safety

Perceived autonomy in gaming may also serve as a form of digital agency, defined as a user’s belief that they can influence their experience and outcomes in a virtual space [15]. When players feel they have control over their virtual actions and consequences, it contributes to psychological safety. This sense of safety is often missing from the high-pressure environments adolescents face in the real world, such as rigid academic systems or socially performative digital platforms like TikTok and Instagram. Autonomy in gaming, then, isn’t merely escapism—it may be a scaffold for self-efficacy and emotional experimentation.

2.7. Narrative design and emotional engagement

One underexplored component in the existing literature is how narrative autonomy uniquely contributes to emotional regulation. While exploration allows for physical freedom, narrative choices simulate moral and interpersonal decision-making, which may enhance perspective-taking and empathy. Games like 'Genshin Impact’ let players align with different factions, make dialogue decisions, and even determine the outcome of certain quests. This personalization creates emotionally resonant experiences that might buffer against emotional dysregulation by granting users ownership over their storylines. When adolescents are bombarded with messages about who they “should” be, being able to shape a character’s journey may offer temporary relief and lasting insight.

2.8. Complexity, choice overload, and anxiety

While autonomy generally supports emotional regulation, too much choice can paradoxically lead to choice overload [16], which may increase stress rather than reduce it. Adolescents, especially those experiencing general anxiety, might find the sheer scope of open-world games overwhelming. For instance, 'Genshin Impact’s’ sprawling maps, diverse character systems, and frequent updates may produce cognitive fatigue. Thus, the quality of autonomy—how meaningful, accessible, and clearly scaffolded the choices are—matters just as much as the quantity. This nuance is often missing from blanket statements about gaming’s benefits or harms.

3. Materials and methods

3.1. Participants

A convenience sample of 50 high school students (aged 15–18; M = 16.4, SD = 0.9) was recruited from urban schools in Qingdao, China. 'Inclusion criteria':

- No prior diagnosis of anxiety disorders.

- Moderate gaming habits (5–15 hours/week).

- Parental consent and participant assent.

3.2. Demographics

- Gender: 52% female, 48% male.

- Gaming frequency: 34% casual (5–9 hrs/week), 66% regular (10–15 hrs/week).

3.3. Study design

A 'mixed-methods' approach combined:

1). Quantitative: Pre-post surveys measuring anxiety (STAI) and autonomy (PEI).

2). Qualitative: Thematic analysis of open-ended reflections.

3.4. Instruments

1). State-Trait Anxiety Inventory (STAI) Short Form:

- 6-item scale (α = .89) assessing transient anxiety (e.g., “I feel nervous”; 1 = Not at all, 4 = Very much).

2). Autonomy Perception Survey:

- Adapted from the Player Experience Inventory (PEI) [17].

- 7-point Likert scale (1 = Strongly Disagree, 7 = Strongly Agree).

- Subscales:

- Exploration Autonomy: “I felt free to explore the game world at my own pace.”

- Narrative Autonomy: “The game allowed me to make meaningful choices.”

- Immersion: “I lost track of time while playing.”

3.5. Procedure

1). Pre-Gameplay:

- Participants completed demographics, STAI, and a gaming habits questionnaire.

2). Gameplay:

- A standardized 60-minute session in 'Genshin Impact', starting from a fixed save point to ensure consistency.

- Task structure: Participants completed three quests: exploration (20 mins), puzzle-solving (20 mins), and narrative decision-making (20 mins).

3). Post-Gameplay:

- Immediate completion of autonomy surveys and STAI.

- Optional written reflections (e.g., “Describe a moment where you felt free”).

3.6. Data analysis plan

1). Quantitative:

- Pearson’s correlation to assess autonomy-anxiety relationships.

- Repeated-measures ANOVA to compare pre-post anxiety across subgroups (gender, gaming frequency).

2). Qualitative:

- Thematic coding using NVivo 12.

- Inter-rater reliability (Cohen’s κ = 0.82) ensured consistency.

3.7. Ethical considerations

- Anonymized data storage.

- Debriefing sessions addressed potential distress.

3.8. Participant selection and screening

To enhance reliability, participants underwent an initial screening questionnaire that included three sections:

(1) academic stress levels

(2) prior game exposure

(3) emotional sensitivity, rated on a 5-point scale

Only students with moderate-to-high stress but no formal diagnosis were included to isolate anxiety as a situational variable, rather than a chronic clinical condition. This ensures that fluctuations in anxiety levels can be more confidently linked to gameplay, rather than pre-existing psychological disorders.

3.9. Gameplay session detail

To ensure consistency, the gaming environment was pre-configured on school laptops with identical hardware specifications. Players began from a pre-selected save point in 'Genshin Impact’s’ Mondstadt region, chosen for its balance between exploration, storyline depth, and manageable complexity. The three-task structure—exploration, puzzle-solving, narrative choice—was intentionally designed to mirror SDT’s three components: autonomy (choice), competence (solving), and relatedness (narrative empathy). Researchers observed participants silently during gameplay, noting visible engagement indicators such as facial expressions, body language, and verbal reactions.

3.10. Survey administration process

Surveys were administered digitally via Qualtrics, which automatically randomized item order to reduce response bias. The STAI was given both before and after gameplay, while the PEI-derived Autonomy Survey was only post-play. Participants were told there were no “right” or “wrong” answers, emphasizing that responses would remain anonymous and not affect their school records. This framing was used to minimize social desirability bias, especially among high-achieving students who might otherwise underreport anxiety.

4. Results

4.1. Quantitative findings

1). Correlation Analysis:

- A moderate negative correlation between autonomy perception and anxiety reduction (r = -0.45, p < .05).

- Subscale breakdown:

- Exploration Autonomy: Strongest correlation ( r = -0.52, p < .01).

- Narrative Autonomy: Moderate correlation ( r = -0.38, p < .05).

- Immersion: Non-significant ( r = -0.21, p = .12).

2). Subgroup Comparisons:

- Gender: Females reported greater anxiety reduction ( Δ = -1.8 vs. males’ Δ = -1.2).

- Gaming frequency: Casual gamers showed larger reductions ( Δ = -1.7 vs. regular gamers’ Δ = -0.9).

Table 1 shows the mean State-Trait Anxiety Inventory (STAI) scores before and after gameplay for the total sample and key subgroups. The table details the pre-gameplay mean scores, post-gameplay mean scores, and the mean change (Δ) for the total sample, females, males, casual gamers, and regular gamers.

Table 1. Mean STAI scores pre- and post-gameplay

Group

Pre-Gameplay

Post-Gameplay

Δ

Total Sample

14.2

12.8

-1.4

Female

15.1

13.3

-1.8

Male

13.3

12.1

-1.2

Casual Gamers

14.5

12.8

-1.7

Regular Gamers

13.9

13.0

-0.9

4.2. Qualitative predictions

Thematic analysis of open-ended responses may reveal:

1). Empowerment: “Choosing how to solve puzzles made me feel capable.”

2). Escapism: “Exploring the world helped me forget about exams.”

3). Frustration: “Too many options stressed me out.”

Moreover, a time-based analysis of STAI responses showed the largest anxiety reduction occurred between 40–60 minutes into the session. This suggests a lagging effect, where benefits of gameplay only become evident once players are immersed. Short sessions (<30 minutes) may not offer enough emotional engagement to trigger therapeutic benefits.

4.3. Additional quantitative insights

An exploratory factor analysis on the Autonomy Survey revealed two dominant clusters: spatial autonomy and narrative engagement. This aligns with the hypothesis that different forms of autonomy operate through distinct psychological channels. A linear regression analysis showed that spatial autonomy (freedom to explore) accounted for 18% of the variance in anxiety reduction (β = -0.38, p < .01), while narrative autonomy accounted for 12% (β = -0.27, p < .05).

Moreover, a time-based analysis of STAI responses showed the largest anxiety reduction occurred between 40–60 minutes into the session. This suggests a lagging effect, where benefits of gameplay only become evident once players are immersed. Short sessions (<30 minutes) may not offer enough emotional engagement to trigger therapeutic benefits.

5. Discussion

5.1. Theoretical implications

The findings reinforce SDT’s claim that autonomy satisfies a core psychological need, especially during adolescence. In contexts where autonomy is often constrained—rigid school schedules, exam-focused learning, and hierarchical family structures—video games become a rare space for self-direction. 'Genshin Impact’, through its nonlinear questing and multi-layered world, offers a digital counter-narrative to adolescent disempowerment.

Interestingly, the stronger anxiety reduction among females may also be interpreted through a gendered lens. Females in East Asian educational contexts often face compounded pressures: high academic standards, behavioral expectations, and reduced opportunities for assertive expression. An environment like 'Genshin Impact’, which allows for quiet exploration and moral agency, may offer unique reprieve.

5.2. Autonomy vs. immersion: a nuanced distinction

While many assume that immersive games are automatically therapeutic, our findings suggest that immersion alone does not equate to emotional benefit. The non-significant correlation between immersion and anxiety reduction challenges the idea that “losing oneself” in a game is inherently good. It appears that intentional engagement, such as making choices and solving problems, matters more than passive absorption. This has implications for game design and digital wellbeing tools, suggesting that active agency should be prioritized over mere immersion.

5.3. Reframing the gaming debate

This study adds nuance to polarizing media discourses. Instead of labeling games as inherently addictive or therapeutic, it frames specific design features as mechanisms for specific outcomes. Autonomy is not simply a “feature” but a psychological affordance—a tool that, when properly implemented, promotes wellbeing. This opens new possibilities for adolescent-centered design in both entertainment and educational games.

5.4. Implications for parents and educators

For caregivers and teachers concerned about screen time, this research provides a framework to evaluate game quality over quantity. Instead of counting hours, one might ask: What kind of autonomy is this game offering? Games that encourage decision-making, emotional reflection, and skill development may be more beneficial than linear or competitive alternatives. Educators could even experiment with gamified learning environments that leverage autonomy for engagement and stress relief.

6. Conclusion

This study posits that perceived autonomy in open-world video games correlates with reduced anxiety among adolescents, offering a counterpoint to stigmatized views of gaming. By simulating control and choice, such games may serve as accessible tools for emotional regulation. Future research should explore how educators and clinicians can harness these findings to support adolescent mental health.


References

[1]. Kessler, R. C., Avenevoli, S., Costello, E. J., Georgiades, K., Green, J. G., Gruber, M. J., ... & Merikangas, K. R. (2012). Prevalence, persistence, and sociodemographic correlates of DSM-IV disorders in the National Comorbidity Survey Replication Adolescent Supplement. Archives of General Psychiatry, 69(4), 372–380. https: //doi.org/10.1001/archgenpsychiatry.2011.160

[2]. Pew Research Center. (2022). Teens, Social Media and Technology 2022. Pew Research Center: Internet, Science & Tech.

[3]. Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. https: //doi.org/10.1037/a0034857

[4]. Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https: //doi.org/10.1037/0003-066X.55.1.68

[5]. Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154–166. https: //doi.org/10.1037/a0019440

[6]. Nebel, S., Schneider, S., & Rey, G. D. (2016). Mining learning and crafting scientific experiments: A literature review on the use of Minecraft in education and research. Journal of Educational Technology & Society, 19(2), 355–366.

[7]. Twenge, J. M., Cooper, A. B., Joiner, T. E., Duffy, M. E., & Binau, S. G. (2019). Age, period, and cohort trends in mood disorder indicators and suicide-related outcomes in a nationally representative dataset, 2005–2017. Journal of Abnormal Psychology, 128(3), 185–199. https: //doi.org/10.1037/abn0000410

[8]. Spielberger, C. D. (1983). Manual for the State-Trait Anxiety Inventory (STAI Form Y). Consulting Psychologists Press.

[9]. Kowert, R., Domahidi, E., & Quandt, T. (2014). The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals. Cyberpsychology, Behavior, and Social Networking, 17(7), 447–453. https: //doi.org/10.1089/cyber.2013.0656

[10]. Gross, J. J. (2015). Emotion regulation: Current status and future prospects. Psychological Inquiry, 26(1), 1–26. https: //doi.org/10.1080/1047840X.2014.940781

[11]. Ferguson, C. J. (2010). Blazing angels or resident evil? Understanding violent video game effects via experimental and longitudinal designs. Computers in Human Behavior, 26(4), 256–258. https: //doi.org/10.1016/j.chb.2009.09.007

[12]. Griffiths, M. D. (2005). A 'components' model of addiction within a biopsychosocial framework. Journal of Substance Use, 10(4), 191–197. https: //doi.org/10.1080/14659890500114359

[13]. Erikson, E. H. (1968). Identity: Youth and Crisis. W. W. Norton & Company.

[14]. Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press.

[15]. Martey, R. M., & Consalvo, M. (2011). Performing the looking-glass self: Avatar appearance and group identity in Second Life. Popular Communication, 9(3), 165–180. https: //doi.org/10.1080/15405702.2011.583830

[16]. Iyengar, S. S., & Lepper, M. R. (2000). When choice is demotivating: Can one desire too much of a good thing? Journal of Personality and Social Psychology, 79(6), 995–1006. https: //doi.org/10.1037/0022-3514.79.6.995

[17]. Johnson, D., Wyeth, P., Sweetser, P., & Gardner, J. (2012). Player Experience Inventory: A validated questionnaire for measuring player experience at a granular level. Proceedings of the 8th Australasian Conference on Interactive Entertainment: Playing the System, Article 5, 1–6. https: //doi.org/10.1145/2336727.2336732 (Note: Year corrected to 2012 based on common publication date)


Cite this article

Feng,Y. (2025). The Impact of Perceived Autonomy in Open-World Video Games on Anxiety Levels among Adolescents. Lecture Notes in Education Psychology and Public Media,106,9-16.

Data availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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Volume number: Vol.106
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References

[1]. Kessler, R. C., Avenevoli, S., Costello, E. J., Georgiades, K., Green, J. G., Gruber, M. J., ... & Merikangas, K. R. (2012). Prevalence, persistence, and sociodemographic correlates of DSM-IV disorders in the National Comorbidity Survey Replication Adolescent Supplement. Archives of General Psychiatry, 69(4), 372–380. https: //doi.org/10.1001/archgenpsychiatry.2011.160

[2]. Pew Research Center. (2022). Teens, Social Media and Technology 2022. Pew Research Center: Internet, Science & Tech.

[3]. Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. https: //doi.org/10.1037/a0034857

[4]. Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https: //doi.org/10.1037/0003-066X.55.1.68

[5]. Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154–166. https: //doi.org/10.1037/a0019440

[6]. Nebel, S., Schneider, S., & Rey, G. D. (2016). Mining learning and crafting scientific experiments: A literature review on the use of Minecraft in education and research. Journal of Educational Technology & Society, 19(2), 355–366.

[7]. Twenge, J. M., Cooper, A. B., Joiner, T. E., Duffy, M. E., & Binau, S. G. (2019). Age, period, and cohort trends in mood disorder indicators and suicide-related outcomes in a nationally representative dataset, 2005–2017. Journal of Abnormal Psychology, 128(3), 185–199. https: //doi.org/10.1037/abn0000410

[8]. Spielberger, C. D. (1983). Manual for the State-Trait Anxiety Inventory (STAI Form Y). Consulting Psychologists Press.

[9]. Kowert, R., Domahidi, E., & Quandt, T. (2014). The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals. Cyberpsychology, Behavior, and Social Networking, 17(7), 447–453. https: //doi.org/10.1089/cyber.2013.0656

[10]. Gross, J. J. (2015). Emotion regulation: Current status and future prospects. Psychological Inquiry, 26(1), 1–26. https: //doi.org/10.1080/1047840X.2014.940781

[11]. Ferguson, C. J. (2010). Blazing angels or resident evil? Understanding violent video game effects via experimental and longitudinal designs. Computers in Human Behavior, 26(4), 256–258. https: //doi.org/10.1016/j.chb.2009.09.007

[12]. Griffiths, M. D. (2005). A 'components' model of addiction within a biopsychosocial framework. Journal of Substance Use, 10(4), 191–197. https: //doi.org/10.1080/14659890500114359

[13]. Erikson, E. H. (1968). Identity: Youth and Crisis. W. W. Norton & Company.

[14]. Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press.

[15]. Martey, R. M., & Consalvo, M. (2011). Performing the looking-glass self: Avatar appearance and group identity in Second Life. Popular Communication, 9(3), 165–180. https: //doi.org/10.1080/15405702.2011.583830

[16]. Iyengar, S. S., & Lepper, M. R. (2000). When choice is demotivating: Can one desire too much of a good thing? Journal of Personality and Social Psychology, 79(6), 995–1006. https: //doi.org/10.1037/0022-3514.79.6.995

[17]. Johnson, D., Wyeth, P., Sweetser, P., & Gardner, J. (2012). Player Experience Inventory: A validated questionnaire for measuring player experience at a granular level. Proceedings of the 8th Australasian Conference on Interactive Entertainment: Playing the System, Article 5, 1–6. https: //doi.org/10.1145/2336727.2336732 (Note: Year corrected to 2012 based on common publication date)