Open-world games, nostalgia, and overall happiness in life

ISRCTN ISRCTN14757739
DOI https://doi.org/10.1186/ISRCTN14757739
Secondary identifying numbers 219867
Submission date
29/04/2025
Registration date
30/04/2025
Last edited
04/08/2025
Recruitment status
No longer recruiting
Overall study status
Completed
Condition category
Mental and Behavioural Disorders
Prospectively registered
Protocol
Statistical analysis plan
Results
Individual participant data

Plain English summary of protocol

Background and study aims
This study aims to examine the extent to which open-world games, such as The Legend of Zelda: Breath of the Wild, and nostalgia, evoked by Studio Ghibli movies, such as Totoro and Kiki’s Delivery Service, affect postgraduate students’ sense of exploration, calmness, mastery and skill, purpose and meaning and, ultimately, happiness in life.

Who can participate?
Adult full-time postgraduate students

What does the study involve?
A controlled laboratory experiment was conducted, employing a 2 (Playing an open-world game vs. no open-world game) × 2 (Nostalgia vs. no nostalgia) between-subjects design. Study participants were randomly assigned to the study’s four conditions and answered a brief questionnaire, examining their sense of exploration, feeling of calm, mastery and skill, purpose and meaning, and, ultimately, happiness in life.

What are the possible benefits and risks of participating?
No possible benefits or risks were identified

Where is the study run from?
The study is run from Imperial College London, UK, and held at Doshisha University, Japan.

When is the study starting and how long is it expected to run for?
Mid to the end of April 2025

Who is funding the study?
Investigator initiated and funded

Who is the main contact?
Prof Andreas B. Eisingerich, a.eisingerich@imperial.ac.uk

Contact information

Prof Andreas Eisingerich
Public, Scientific, Principal Investigator

Imperial College London, Imperial College Business School, South Kensington Campus
London
SW7 2AZ
United Kingdom

ORCiD logoORCID ID 0000-0001-5531-4662
Phone +442075949763
Email a.eisingerich@imperial.ac.uk

Study information

Study design2 x 2 between-subject experimental design
Primary study designInterventional
Secondary study designRandomised controlled trial
Study setting(s)Internet/virtual, University/medical school/dental school
Study typeQuality of life
Participant information sheet Not available in web format, please use contact details to request a participant information sheet
Scientific titleExamining the effects of playing open-world games and nostalgia on happiness
Study objectivesOpen-world games and nostalgia impact happiness
Ethics approval(s)

Approved 14/04/2025, Kyushu Sangyo University Ethics Committee (2-3-1 Matsukadai Higashi-ku, Fukuoka, 813-8503, Japan; +81926735266; sangaku@ml.kyusan-u.ac.jp), ref: 2024-0017

Health condition(s) or problem(s) studiedOverall life happiness of postgraduate students
InterventionThis study employed a 2 (Playing an open-world game vs. no open-world game) × 2 (Nostalgia vs. no nostalgia) between-subject experimental design. All study participants were randomly allocated to one of the four study conditions, using a random 1-4 number generator (Condition 1: Playing an open-world game + nostalgia; Condition 2: Playing an open-world game + no nostalgia; Condition 3: No open-world game + nostalgia; Condition 4 (control group): No open-world game + no nostalgia). The study was conducted in a lab experimental setting on a university campus. More specifically, in Condition 1, participants were invited to spend 30 minutes playing The Legend of Zelda: Breath of the Wild on the Nintendo Switch in handheld mode. After 30 minutes of video game play, participants were invited to watch a brief seven minute clip from a Studio Ghibli film (randomly assigned, so that some participants watched My Neighbor Totor and others watched Kiki’s Delivery Service). Finally, study participants completed a brief questionnaire. In Condition 2, participants were invited to spend 30 minutes playing the open-world game as in Condition 1. After having played the game for 30 minutes, participants in Condition 2 completed the brief questionnaire. In Condition 3, participants were randomly allocated to either watch a brief seven minute clip from Studio Ghibli’s My Neighbor Totoro or Kiki’s Delivery service and subsequently complete a brief questionnaire. Finally, in Condition 4 (control group), participants simply completed the brief questionnaire. As part of the study, univariate and bootstrapping-based moderated mediation analysis were conducted with 5,000 resamples.
Intervention typeBehavioural
Primary outcome measureSelf-expressed life happiness was measured across all four study conditions using a brief questionnaire with four Likert-scale measurement items (1 = strongly disagree, 9 = strongly agree), after participants had played Zelda and watched the Studio Ghibli film clip (Condition 1), after playing Zelda (Condition 2), after watching the Studio Ghibli film clip (Condition 3), and upon starting the study (Condition 4):
1. “I feel grateful for the good things in my life.”
2. “I am satisfied with the overall direction of my life and look forward to what lies ahead.”
3. “Overall, I would describe myself as a happy person.”
4. “I generally feel a sense of peace and contentment when I think about my life as a whole.”
Secondary outcome measuresSelf-expressed sense of exploration, feeling of calm, mastery and skill, purpose/meaning in life were measured using the following measurement items after participants had indicated their happiness in life:
1. Exploration was measured using 3 items:
“I appreciate seeking out new experiences, even if they feel unfamiliar or slightly uncomfortable at first.”
“I view my life as an adventure that lies ahead, filled with possibilities and opportunities.”
“I view each day as a chance to discover something new.”
2. Sense of calm was measured with the following three items:
“I feel calm and collected in my daily life.”
“I am feeling angry about a lot of things in my life.” (reverse coded)
“I generally feel upset.” (reverse coded)
3. Sense of mastery and skill was measured using the following three items:
“I can find solutions when I face difficulties in my life.”
“I believe I am well equipped to navigate life’s day-to-day challenges.”
“I have the necessary skills to master life.”
4. Sense of purpose/meaning in life was measured using the following three items:
“I feel my life contributes to something larger than myself.”
“I experience a deep sense of fulfilment when I think about the path I am on.”
“Overall, I view my life as meaningful and purposeful.”
Overall study start date14/04/2025
Completion date25/04/2025

Eligibility

Participant type(s)Learner/student
Age groupMixed
Lower age limit18 Years
Upper age limit80 Years
SexBoth
Target number of participants500
Total final enrolment518
Key inclusion criteriaFull-time postgraduate student
Key exclusion criteriaParticipants had to be full-time students
Date of first enrolment14/04/2025
Date of final enrolment25/04/2025

Locations

Countries of recruitment

  • Japan

Study participating centre

Doshisha University
Kamigyo Ward
Kyoto
602-0898
Japan

Sponsor information

Kyushu Sangyo University
University/education

2-3-2 Matsukadai Higashi-ku
Fukuoka
813-8503
Japan

Phone +81926735266
Email hou@ip.kyusan-u.ac.jp
Website http://www.kyusan-u.ac.jp/index.html
ROR logo "ROR" https://ror.org/01wqrpc44

Funders

Funder type

Other

Investigator initiated and funded

No information available

Results and Publications

Intention to publish date01/08/2025
Individual participant data (IPD) Intention to shareYes
IPD sharing plan summaryAvailable on request
Publication and dissemination planWe aim to make the study results as widely and publicly available as possible. Thus, we aim to publish the study and its findings in an open-source international medical journal such as JMIR (Journal of Medical Internet Research).
IPD sharing planThe datasets generated during and/or analysed during the current study are/will be available upon request from Prof Andreas B. Eisingerich, a.eisingerich@imperial.ac.uk

Study outputs

Output type Details Date created Date added Peer reviewed? Patient-facing?
Results article 01/08/2025 04/08/2025 Yes No

Editorial Notes

04/08/2025: Publication reference added.
29/04/2025: Study's existence confirmed by the Kyushu Sangyo University Ethics Committee.