Positive effects of online games on the well-being of working adults
Riccilae C. Anies, Narissa Faith P. Alcaraz & Teresita T. Rungduin
Abstract
As of January 2024, about 86.98 million Filipinos use the internet with adults aged 25–34 forming the largest group of online gamers, while also representing a large portion of the employed population (27.3%). Balancing work and life demands requires substantial energy, with the Philippines reporting the highest employee burnout in Southeast Asia (70.71%), linked to depression, anxiety, and stress among those working 40–50 hours weekly. Consequently, working adults increasingly seek accessible stress relief, with online gaming offering emotional rest, social connection, and personal growth. This qualitative study explored the positive effects of online gaming on working adults’ well-being. Six participants (4 males, 2 females) from the National Capital Region were interviewed via Google Meet. Interpretative Phenomenological Analysis showed that gaming supports emotional regulation, stress relief, self-expression, enjoyment, relaxation, and reward. It also fosters relationship-building, communication, social networking, and cognitive and creative skills such as problem-solving and strategic planning. Challenges like shallow online interactions and potential social disengagement were noted. The findings suggest online gaming can be a positive outlet for well-being when paired with healthy habits such as emotional management, prioritization, and time management.
Keywords
online gaming, internet gamers, well-being, online gaming benefits
Author information & Contribution
Riccilae C. Anies. 1Corresponding author. Philippine Normal University - Manila. Email: anies.rc@stud.pnu.edu.ph
Narissa Faith P. Alcaraz. Philippine Normal University - Manila. Email: alcaraz.nfp@stud.pnu.edu.ph
Teresita T. Rungduin. PhD. Vice President for Research, Extension, and Quality Assurance. Philippine Normal University – Manila. Email: rungduin.tt@pnu.edu.ph
"All authors equally contributed to the conception, design, preparation, data gathering and analysis, and writing of the manuscript. All authors read and approved the final manuscript."
Disclosure statement
No potential conflict of interest was reported by the authors.
Funding
This work was not supported by any funding.
Institutional Review Board Statement
This study was conducted in accordance with the ethical guidelines set by the authors’ university. The conduct of this study has been approved and given relative clearances by the Philippine Normal University.
Data and Materials Availability
The data supporting the findings of this study are available from the corresponding author upon reasonable request.
AI Declaration
AI tools were not used in writing this paper.
Notes
This paper has been presented in 1st International Conference on Graduate Research in Teacher Education / 3rd International Graduate Teacher Education Summit; and in International Society of Transdisciplinary Researchers, Educators, and Leaders, Inc.
Acknowledgement
The authors would like to thank the participants who shared their insights and experiences during the conduct of this study. Also, we would like to thank Dr. Teresita T. Rungduin for her guidance from the conceptualization until the finalization of this study. Lastly, we would like to thank our family and friends who tirelessly and continuously supported us throughout this study. Their contributions were essential in executing this study as well as imparting new perspectives which is necessary for the conduct of this study.
References
Arbeau, K., Thorpe, C., Stinson, M., Budlong, B., & Wolff, J. (2020). The meaning of the experience of being an online video game player. Computers in Human Behavior Reports, 2, 100013. https://doi.org/10.1016/j.chbr.2020.100013
Ayton, D. (2023). Chapter 5: Qualitative descriptive research. In Qualitative research: A practical guide for health and social care researchers and practitioners. Open Educational Resources Collective. https://oercollective.caul.edu.au/qualitative-research/chapter/__unknown__-5/
Aziz, A. F. A., & Ong, T. (2024). Prevalence and associated factors of burnout among working adults in Southeast Asia: Results from a public health assessment. Frontiers in Public Health. https://doi.org/10.3389/fpubh.2024.1326227
Bacchini, D., De Angelis, G., & Fanara, A. (2017). Identity formation in adolescent and emerging adult regular players of massively multiplayer online role-playing games (MMORPG). Computers in Human Behavior, 73, 191–199. https://doi.org/10.1016/j.chb.2017.03.045
Bashir, D. (2023, February 7). Report: Over 95% of internet users in the Philippines are gamers. IGN Southeast Asia. https://sea.ign.com/mobile-1/195067/news/report-over-95-of-internet-users-in-the-philippines-are-gamers
Bhatia, B., Mittal, K., Aurora, S. K., & Kumar, R. (2023). Adverse effects of online games. Dogo Rangsang Research Journal, 13(2). https://www.researchgate.net/publication/376851681_ADVERSE_EFFECTS_OF_ONLINE_GAMES
Chiu, S. I., Lee, J. Z., & Huang, D. H. (2004). Video game addiction in children and teenagers in Taiwan. Cyberpsychology & Behavior, 7(5), 571–581. https://doi.org/10.1089/cpb.2004.7.571
Croes, E. A. J., & Antheunis, M. L. (2021). Perceived intimacy differences of daily online and offline interactions in people’s social network. Societies, 11(1), 13. https://doi.org/10.3390/soc11010013
Deng, J., Lee, S., & Tan, Y. (2024). Flow of the game: A hidden Markov model of player engagement in online mobile games. Information Systems Research. https://doi.org/10.1287/isre.2021.0217
Ducheneaut, N., & Moore, R. J. (2004). The social side of gaming: A study of interaction patterns in a massively multiplayer online game. In Proceedings of the ACM Conference on Computer-Supported Cooperative Work (pp. 360–369). https://doi.org/10.1145/1031607.1031667
Gee, J. P. (2003). What video games have to teach us about learning and literacy? Computers in Entertainment (CIE), 1(1), 20. https://doi.org/10.1145/950566.950595
Gioia, F., Colella, G. M., & Boursier, V. (2022). Evidence on problematic online gaming and social anxiety over the past ten years: A systematic literature review. Current Addiction Reports, 9, 32–47. https://doi.org/10.1007/s40429-021-00406-3
Glass, B., Maddox, T., & Love, B. (2013). Real-time strategy game training: Emergence of a cognitive flexibility trait. PLOS ONE. https://doi.org/10.1371/journal.pone.0070350
Go Tian-Ng, R., & Umandap, J. (2023). An exposition of the multidimensionality of the Tagasalo personality. Psychology Department Faculty Publications. https://archium.ateneo.edu/psychology-faculty-pubs/416/
Goh, C., Jones, C., & Copello, A. (2019). A further test of the impact of online gaming on psychological wellbeing and the role of play motivations and problematic use. Psychiatric Quarterly, 90, 747–760. https://doi.org/10.1007/s11126-019-09656-x
Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857
Green, C. S., & Bavelier, D. (2012). Learning, attentional control, and action video games. Current Biology, 22(6), R197–R206. https://doi.org/10.1016/j.cub.2012.02.012
Hartanto, A., Lua, V. Y. Q., Quek, F. Y. X., Yong, J. C., & Ng, M. H. S. (2021). A critical review on the moderating role of contextual factors in the associations between video gaming and well-being. Computers in Human Behavior Reports, 4. https://doi.org/10.1016/j.chbr.2021.100135
Hazel, J., Kim, H. M., & Every-Palmer, S. (2022). Exploring the possible mental health and wellbeing benefits of video games for adult players: A cross-sectional study. Australasian Psychiatry, 30(4), 541–546. https://doi.org/10.1177/10398562221103081
Hodge, J. (2022, June 24). What is self-expression and why is it so important? Counselling Directory. https://www.counselling-directory.org.uk/articles/what-is-self-expression-and-why-is-it-so-important
Hussain, Z., & Griffiths, M. (2014). A qualitative analysis of online gaming: Social interaction, community, and game design. International Journal of Cyber Behavior, Psychology and Learning. https://doi.org/10.4018/IJCBPL.2014040104
Iacovides, I., & Mekler, E. D. (2019, May 9). The role of gaming during difficult life experiences. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3290605.3300453
Jang, Y., & Ryu, S. (2011). Exploring game experiences and game leadership in massively multiplayer online role-playing games. British Journal of Educational Technology, 42(4), 616–623. https://doi.org/10.1111/j.1467-8535.2010.01064.x
Janse, B. (2021, March 24). Transactional theory of stress and coping (TTSC). Toolshero. https://www.toolshero.com/psychology/transactional-theory-of-stress-and-coping/
Jo, H., Park, S., Jeong, J., & Yeon, J. (2024). Metaverse gaming: Analyzing the impact of self-expression, achievement, social interaction, violence, and difficulty. Behaviour & Information Technology. https://doi.org/10.1080/0144929X.2024.2341059
Johannes, N., Vuorre, M., & Przybylski, A. K. (2021). Video game play is positively correlated with well-being. Royal Society Open Science, 8, 202049. https://doi.org/10.1098/rsos.202049
Jones, C. M., Scholes, L., Johnson, D., Katsikitis, M., & Carras, M. (2014). Gaming well: Links between videogames and flourishing mental health. Frontiers in Psychology, 5. https://doi.org/10.3389/fpsyg.2014.00260
Katatikarn, J. (2024, January 16). Online gaming statistics and facts: The definitive guide (2024). Academy of Animated Art. https://academyofanimatedart.com/gaming-statistics/
Kaya, A., Türk, N., Batmaz, H., & Griffiths, M. D. (2023). Online gaming addiction and basic psychological needs among adolescents: The mediating roles of meaning in life and responsibility. International Journal of Mental Health and Addiction, 21, 2413–2437. https://doi.org/10.1007/s11469-022-00994-9
Kaye, J. T., Bradford, D. E., Magruder, K. P., & Curtin, J. J. (2017). Probing for neuroadaptations to unpredictable stressors in addiction: Translational methods and emerging evidence. Journal of Studies on Alcohol and Drugs, 78(3), 353–371. https://doi.org/10.15288/jsad.2017.78.353
Kemp, S. (2024, February 21). Digital 2024: The Philippines. DataReportal. https://datareportal.com/reports/digital-2024-philippines
Labana, R. V., Hadjisaid, J. L., Imperial, A. R., Jumawid, K. E., Lupague, M. J., & Malicdem, D. C. (2020). Online game addiction and the level of depression among adolescents in Manila, Philippines. Consortium of Academic and Research Libraries in the Philippines Journal. https://doi.org/10.5195/cajgh.2020.369
Lai, G., & Fung, K. Y. (2019). From online strangers to offline friends: A qualitative study of video game players in Hong Kong. Media, Culture & Society, 42(3), 483–501. https://doi.org/10.1177/0163443719853505
Li, F., Zhang, D., Wu, S., Zhou, R., Dong, C., & Zhang, J. (2023). Positive effects of online games on the growth of college students: A qualitative study from China. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1008211
Marques, L. M., Uchida, P. M., Aquiar, F. O., Kadri, G., Santos, R. I. M., & Barbosa, S. P. (2023). Escaping through virtual gaming—What is the association with emotional, social, and mental health? A systematic review. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyt.2023.1257685
Mehroof, M., & Griffiths, M. D. (2010). Online gaming addiction: The role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychology, Behavior, and Social Networking, 13(3), 313–316. https://doi.org/10.1089/cyber.2009.0229
Morris, R. (2019). MOBA games: A critical analysis into what makes and breaks them, and what influences players to keep returning. https://doi.org/10.13140/RG.2.2.28137.31849
Oscarido, J., Siswanto, Z. A., Maleke, D. A., & Gunawan, A. A. S. (2023). The impact of competitive FPS video games on human decision-making skills. Procedia Computer Science, 216, 539–546. https://doi.org/10.1016/j.procs.2022.12.167
Philippine Statistics Authority. (2020, August 7). Employment situation in January 2020. Philippine Statistics Authority. https://psa.gov.ph/statistics/labor-force-survey/node/162867
Pietersen, A. J., Coetzee, J., Byczkowska-Owczarek, D., & Elliker, F. (2018). Online gamers, lived experiences, and sense of belonging: Students at the University of the Free State, Bloemfontein. Qualitative Sociology Review, 14(4). https://doi.org/10.18778/1733-8077.14.4.08
Pine, R., Fleming, T., McCallum, S., & Sutcliffe, K. (2020). The effects of casual videogames on anxiety, depression, stress, and low mood: A systematic review. Games for Health Journal, 9(4), 255–264. https://doi.org/10.1089/g4h.2019.0132
Przybylski, A. K., & Weinstein, N. (2017). A large-scale test of the Goldilocks hypothesis: Quantifying the relations between digital-screen use and the mental well-being of adolescents. Psychological Science, 28(2), 204–215. https://doi.org/10.1177/0956797616678438
Seatongue. (2024). The most played video game genres: From battle royale to simulation. https://seatongue.com/blog/business/the-most-played-video-game-genres-from-battle-royale-to-simulation/
Smith, J. A., & Fieldsend, M. (2021). Interpretative phenomenological analysis. In P. M. Camic (Ed.), Qualitative research in psychology: Expanding perspectives in methodology and design (2nd ed., pp. 147–166). American Psychological Association. https://doi.org/10.1037/0000252-008
Statista Research Department. (2024, December 9). Video games user share in the Philippines 2021, by age. Statista. https://www.statista.com/forecasts/1257133/philippines-users-video-game-market-age
Turkay, S., & Adinolf, S. (2012). What do players (think they) learn in games? Procedia – Social and Behavioral Sciences, 46, 3345–3349. https://doi.org/10.1016/j.sbspro.2012.06.064
Twenge, J. M., & Campbell, W. K. (2018). Associations between screen time and lower psychological well-being among children and adolescents: Evidence from a population-based study. Preventive Medicine Reports, 12, 271–283. https://doi.org/10.1016/j.pmedr.2018.10.003
Uz, C., & Cagiltay, K. (2015). Social interactions and games. Digital Education Review, 27, 1–15. https://files.eric.ed.gov/fulltext/EJ1064986.pdf
Veith, H. (2024, September 19). The impacts of inflation on employee financial wellbeing. LearnLux. https://learnlux.com/post/the-impacts-of-inflation-on-employee-financial-wellbeing
Wa, S., & Balakrishnan, R. (2023). Impact of games on the performance and engagement of employees of the IT industry. International Journal of Game-Based Learning, 13(1), 1–13. https://doi.org/10.4018/IJGBL.323137
Winardy, G. C. B., Septiana, E., & Pranawati, S. Y. (2024). Emotional experiences in online, text-based tabletop role-playing games. https://doi.org/10.1177/10468781241250064
World Health Organization. (2024, September 2). Mental health at work. World Health Organization. https://www.who.int/news-room/fact-sheets/detail/mental-health-at-work
Zhu, S., Zhuang, Y., Lee, P., Li, J. C., & Wong, P. W. C. (2021). Leisure and problem gaming behaviors among children and adolescents during school closures caused by COVID-19 in Hong Kong: Quantitative cross-sectional survey study. JMIR Serious Games, 9(2), e26808. https://doi.org/10.2196/26808
Cite this article:
Anies, R.C., Alcaraz, N.F.P. & Rungduin, T.T. (2026). Positive effects of online games on the well-being of working adults. International Review of Social Sciences Research, 6(2), 49-71. https://doi.org/10.53378/irssr.353341
License:
![]()
This work is licensed under a Creative Commons Attribution (CC BY 4.0) International License.
Most read articles
- Social media usage and the academic performance of Filipino junior high school students
- A narrative exploration of romantic experiences and ideal relationship standards among Filipino Gen Z
- Exploring the factors influencing commuters’ satisfaction and the use of public utility buses in Quezon City, Philippines
- Students’ exposure to social media and their radical involvement on the societal issues in the Philippines
- Tiktok made me book it: The impact of Tiktok on tourism destination selection of generation Z and millennials in Manila
- ChatGPT integration significantly boosts personalized learning outcomes: A Philippine study
- Senior high school students’ awareness and literacy on computer software applications
- Self-perception of ABM students towards their academic, social and emotional college preparedness
- Enhancing financial literacy among Pantawid Pamilyang Pilipino Program beneficiaries
- Emotional intelligence and leadership efficacy of university student leaders





