Tuesday, September 30, 2025

 

Q&A: How video games can lead people to more meaningful lives




University of Washington




Even though video games have grown as an artistic medium since the mid-20th century, they are still often written off as mindless entertainment. Research is increasingly exploring meaningful gaming experiences. Less studied, though, are the ways such experiences can alter people’s  lives long term. 

In a new study, University of Washington researchers surveyed gamers about video games’ effects. Of 166 respondents researchers asked about meaningful experiences, 78% said such experiences had altered their lives. Researchers then pulled recurring themes from the responses — such as the power of  rich storytelling — so that developers, gamers and even parents or teachers might focus on those elements. 

The team will present its findings Oct. 14 at the Annual Symposium on Computer-Human Interaction in Play in Pittsburgh. 

To learn more about the paper, UW News spoke with lead author Nisha Devasia, a UW doctoral student in human centered design and engineering; co-senior author Julie Kientz, a UW professor and chair in human centered design and engineering; and co-senior author Jin Ha Lee, a UW professor in the Information School. 

What are the most significant findings in the study?

Nisha Devasia: We highlighted three conclusions drawn from modeling the data. The first is that playing games during stressful times was strongly correlated with positive outcomes for physical and mental health. For example, during COVID, people played  games they felt strongly improved their mental health, such as Stardew Valley. Others mentioned that games that required movement, or games that had characters with interesting physical abilities, inspired them to get outside or try new sports. Many participants also said that they gained a lot of insight from the game narrative. Story-based games often tell a sort of hero's journey, for instance. People reported that the insight they gained from those stories correlated to their own self-reflection and identity building.

Finally, most people had these meaningful experiences in very early adulthood or younger, when they're still trying to figure out who they are and what they want to be in the world. Playing as a character and seeing your choices change the course of events is pretty unique to games, compared with other narrative media like novels or movies.

Do any individual stories really stand out to you from the survey you took?

ND: All the stories about Final Fantasy VII, because that's the game that I love. I’m actually sitting in my childhood bedroom right now and the wall behind me is covered in Final Fantasy VII posters. The quote we used in the title also really resonated with me: “I would not be this version of myself today without these experiences.” I definitely cannot imagine what I would be doing in my life if I had not played Final Fantasy VII when I did. 

People also said things like, “This helped me build the skills that ended up being my career. I learned how to program because I wanted to make games.” I worked in the gaming industry and can verify that’s true for many people in the industry. 

How should these findings fit into how we view games as a society?

Julie Kientz: People have a tendency to treat technology as a monolith, as if video games are either good or bad, but there's so much more nuance. The design matters. This study hopefully helps us untangle the positive elements. Certainly, there are bad elements — toxicity and addictiveness, for example. But we also see opportunities for growth and connection. Some people in the study met their spouses through games.

Jin Ha Lee: What Nisha studies is essentially what I live. I’m a gamer, and I have definitely started playing certain games with my two children specifically because I wanted to have more conversations with them. When my daughter plays games with interesting stories, we have the opportunity to talk about our lives as we analyze the story. What were these people thinking? Why did they make certain decisions? 

As researchers, we develop games for learning, for instance, for teaching people about misinformation or AI, or promote digital civic engagement, because we want to foster meaningful experiences. But a lot of the existing research just focuses on the short-term effects of games. This study really helps us understand what actually caused a game to make a difference in someone’s life.

What societal changes could we make in our approach to gaming?

JK: Because people have a tendency to oversimplify things, some of the proposed solutions can be counterproductive. For instance, limiting kids’ screen time can actually interfere with positive experiences, especially if someone is immersed in the storyline and identifies with the characters. If 30 minutes into a game, a kid’s Nintendo Switch turns off because of parental controls, that might hinder the ability to have a positive experience. If we aren’t using these tools consciously, it might actually lead to kids playing more casual, junk games, because those can be played in 30 minutes.

ND: You see this with discourse around game addiction, too. Sometimes excessive gaming is because of dark patterns in a game’s design. But it is often a symptom of someone going through something difficult in their life, and the game happens to be a way to cope. As our study shows, there’s the potential for growth in that coping. 

JHL: There’s also a place for games and media that we consider “bad.” You might play a game that’s so horrible that you make a meme out of it, and the jokes you share become a way to build community. Online communities can grow into offline events and friendships. But that isn’t necessarily obvious if you just view gaming as something you need to protect your children from.

What technological changes might accentuate the meaningful effects of games?

JHL: Games are naturally interactive and complex, so there’s a lot of opportunity for critical engagement beyond just the gameplay. There’s music, there’s art, there’s storytelling. All of these offer space for meaningful interaction. Designers can skillfully incorporate these elements to prompt reflection, evoke emotions, or challenge players’ perspectives. 

ND: We’re calling our next study Video Game Book Club. Right now I'm building a tool to allow people to annotate their gameplay as if they were writing in the margins of a book. While you play, a little pop-up lets you make a note. At the end, an interface pops up showing your gameplay stream and all the notes you made, which should allow them to reflect on what they were thinking as they were playing.

We’re also working on a reflection chatbot. Every time after you play a session that's 30 minutes to an hour long, you'll interact with this bot that prompts you to think critically about the experience, much like we’re taught to relate to literature. What was really memorable? How is this connected to your life? 

Co-authors include Georgia Kenderova, a UW doctoral student in human centered design and engineering, and Michele Newman, a UW doctoral student in the Information School. This research was funded by the Ramey Research Fund

For more information, contact Devasia at ndevasia@uw.edu, Kientz at jkientz@uw.edu and Lee at jinhalee@uw.edu.

 

Move over, ants: This tiny amphibious soft robot is the new master of cargo



The breakthrough enables the system to sense three environmental stimuli essential for autonomous operation.



Journal Center of Harbin Institute of Technology

Bionic-Inspired Soft Robot: Simulating Ant Escape and Whirligig Beetle Motion 

image: 

Inspired by natural organisms, we developed a bionic soft robot with triple responsiveness to temperature, humidity, and magnetic fields. This robot is capable of rapid actuation in diverse environments and achieves seamless transitions between land and water. It can perform coordinated, selective group operations, controllable cargo transportation, and targeted release in complex terrain conditions.

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Credit: Guo Yuanhui and Chen Yun





Could the future of rescue missions and exploration lie in the hands—or rather, the flexible movements—of a swarm of lightweight, soft, and intelligent robots? Imagine swarms of soft-bodied robots, working with the coordinated efficiency of an ant colony, navigate complex and unpredictable environments—seamlessly transitioning between murky waters, muddy banks, and rugged obstacles—to deliver essential payloads. This vision is steadily moving from science fiction to tangible reality through the field of soft robotics. Unlike their rigid, industrial counterparts, soft robots are constructed from compliant materials that provide remarkable deformability and adaptability. This enables them to traverse confined spaces and interact safely with delicate environments and biological tissues, offering transformative potential for applications in search and rescue, ecosystem monitoring, and targeted medical procedures.

 

However, a significant technological bottleneck has impeded the widespread and practical deployment of these machines. The current generation of soft robots often excels primarily in highly specialized niches. Most are designed to respond to a single external stimulus—such as light, heat, or a magnetic field—and are typically optimized for operation in a single environment, like either land or water. This lack of versatility presents a major limitation in real-world scenarios, which are inherently complex and amphibious. A more profound challenge arises when attempts are made to integrate multiple responsive mechanisms: simply combining, for instance, a heat-sensitive material with a magnetic driver often leads to conflicting signals and internal interference, causing unreliable actuation and loss of precise control. The primary challenge, therefore, has been to develop a unified system that can harmoniously integrate multiple environmental "senses", enabling a single soft robot to adapt and perform coherently across the dynamic boundary between water and land.

 

The blueprint for solving this complex problem was found in the natural world. Insects such as ants and whirligig beetles are masters of different-terrain navigation Insects like ants and rotating beetles are masters of navigating diverse terrains, reacting swiftly to avoid danger when they sense it. Their actions are governed by a continuous, synergistic interpretation of their surroundings. This principle of synergistic response inspired research conducted by Professors Chen Xin and Chen Yun at Guangdong University of Technology, in collaboration with Dr. Guo Yuanhui from Guangdong Polytechnic Normal University. Their goal was to engineer a soft robot that could perceive and respond to multiple environmental cues simultaneously, much like its biological counterparts.

 

The team's groundbreaking solution focused on creating a novel, multi-layered composite film that functions as an advanced "artificial muscle." The fabrication process is both innovative and sophisticated. They began with a common polyimide (PI) film and applied a controlled chemical modification using a strong alkali. This treatment breaks specific molecular bonds on the film's surface, successfully converting it into a layer of polyamic acid (PAA). The PAA layer is highly responsive to changes in temperature and humidity, expanding or contracting to provide the first two stimulus responses. The next step involved embedding neodymium iron boron (NdFeB) magnetic particles were embedded into a separate silicone rubber layer, which was then bonded to the PI-PAA film. This final layer adds a third, powerful response to external magnetic fields, enabling precise remote steering and propulsion. The brilliance of this "triple-layer sandwich" design lies in its clear segregation of each responsive layer’s function, effectively preventing the interference that has hindered previous multi-stimuli robots.

 

The capabilities enabled by this design are remarkable. The resulting robot, weighing a mere 8 milligrams, exhibits a level of agility and strength that belie its minuscule size. It achieves impressive speeds of up to 9.6 cm/s (approximately 32 body lengths per second) on the water's surface—performance comparable to that of actual whirligig beetles. Guided by a rotating magnetic field, it performs a robust rolling gait, enabling it to climb slopes, transition from underwater to dry land, and navigate complex obstacle courses. Perhaps the most compelling demonstration of its utility is its cargo transport capability. The robot can carry a payload weighing 2.5 times its own body weight over a multi-stage journey. In a vivid experiment, the robot transported a small pebble across a challenging path involving underwater travel, a climb onto land, and a final return to water. Upon reaching its destination, brief exposure to near-infrared light—which locally heats the robot—triggered a programmed shape change, causing it to unfold and release its cargo precisely. After the light was removed, the robot returned to its original shape and retreated under magnetic guidance, completing a full mission cycle of pick-up, cross-terrain transport, and targeted delivery.

 

This research represents an important advancement from specialized prototypes to general-purpose soft robots. The successful demonstration of a triple-response, amphibious soft robot capable of performing complex tasks opens new opportunities for deploying soft robots in environments that are currently too dangerous or inaccessible for humans or conventional robots. Potential applications include inspecting underwater infrastructure, monitoring polluted wetlands, and operating in disaster zones. By drawing inspiration from nature's synergistic designs, this work contributes to the ongoing development of robots that can operate effectively within the complexities of natural environments.

About Guangdong University of Technology

Guangdong University of Technology is a technology-focused university located in Guangdong province, renowned for its strong engineering and materials science programs. Several of its disciplines ranking within the top 1‰ globally according to ESI. The university emphasizes technological innovation and maintains a close integration with the industrial demands of the Guangdong-Hong Kong-Macao Greater Bay Area.

Website: https://www.gdut.edu.cn/

 

 

About Guo Yuanhui from Guangdong Polytechnic Normal University

Lecturer at Guangdong University of Technology. She earned her PhD in Engineering from Guangdong University of Technology in June 2025. Her primary research areas include micro-nano robots and laser processing. She has published five related papers in journals such as Nature Communications and ACS Applied Materials & Interfaces, with one paper recognized as a hot paper and highly cited paper, and two papers featured on the cover.

 

 

About Chen Yun from Guangdong University of Technology

Professor at Guangdong University of Technology, his primary research areas include semiconductor wet etching technology and devices, advanced electronic packaging technology and equipment, and laser processing technology and equipment. He has led nearly 20 research projects, including the National Key Research and Development Program and the Excellent Young Scientist Fund from the National Natural Science Foundation of China. He has published over 80 SCI-indexed papers and holds more than 150 authorized patents. He serves as a youth editorial board member for the international journal of Extreme Manufacturing, a youth editorial board member for SmartBot, and as Vice Chairman of the Semiconductor Equipment Division of the Chinese Mechanical Engineering Society. He has received several awards, including the Second Prize for National Scientific and Technological Progress, the First Prize for Technological Invention in Guangdong Province, the First Prize for Science and Technology from the China Machinery Industry, and the Guangdong Patent Gold Award. He has been selected for the National Excellent Young Scientists Program, the Guangdong Provincial Science and Technology Innovation Young Top Talent Program, and the Hong Kong Scholar Program.

 

Funding information

This work was supported by the National Natural Science Foundation of China [grant number 52422511, Y.C.], Guangdong Basic and Applied Basic Research Foundation [grant number 2022B1515120011, Y.C.], Guangzhou Basic and Applied Basic Research Foundation [grant number 2024A04J6362, Y.C., grant number GZGX-24-01, Y.C.], and Zhuhai Industry-University-Research Cooperation Project [grant number 2320004002350, Y.C].