Blurring Reality through Gaming Live Streaming: Implications for Youth Mental Health

Authors

  • Firayani Firayani UIN STS Jambi Author

DOI:

https://doi.org/10.62872/nvyms471

Keywords:

gaming, live streaming, mental health, virtual reality, youth

Abstract

The rapid growth of live streaming gaming has transformed how young people experience reality, creating immersive digital environments that increasingly blur the boundary between virtual and real life. This phenomenon generates complex implications for youth mental health, functioning both as a source of emotional support and as a psychosocial risk factor. This study aims to explore young people's experiences in live streaming gaming, the process of reality blurring, and its implications for mental health and psychosocial functioning. Using a qualitative interpretative phenomenological approach, in-depth interviews were conducted with young adults aged 18–30 actively engaged in live streaming gaming. Data were analyzed through thematic analysis to identify experiential patterns, psychological dynamics, and adaptive mechanisms. The findings indicate that blurred reality emerges through digital immersion, emotional attachment, and parasocial relationships, producing ambivalent mental health outcomes. While live streaming fosters emotional support and a sense of belonging, excessive involvement heightens the risks of anxiety, depression, sleep disturbances, and social dysfunction. The study highlights the urgent need for multidimensional interventions involving individuals, families, educational institutions, digital communities, and public policy to cultivate a healthy digital ecosystem for youth.

Downloads

Download data is not yet available.

References

Paquin, V., Raugh, I., Davies, M., Lepage, M., Lavigne, K., Dion, J., Abdel-Baki, A., Shah, J., Iyer, S., & Ferrari, M. (2025). Understanding the game experiences and mental health of youth: protocol for the Game-in-Action Quebec cohort study. BMJ Open, 15. https://doi.org/10.1136/bmjopen-2025-103685

Halldorsson, B., Hill, C., Waite, P., Partridge, K., Freeman, D., & Creswell, C. (2021). Immersive virtual reality and digital applied gaming interventions for the treatment of mental health problems in children and young people: the need for rigorous treatment development and clinical evaluation. Journal of Child Psychology and Psychiatry, and Allied Disciplines. https://doi.org/10.1111/jcpp.13400

De Wit, J., Van Der Kraan, A., & Theeuwes, J. (2020). Live Streams on Twitch Help Viewers Cope With Difficult Periods in Life. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.586975

Wols, A., Pingel, M., Lichtwarck-Aschoff, A., & Granic, I. (2024). Effectiveness of applied and casual games for young people’s mental health: A systematic review of randomised controlled studies. Clinical Psychology Review, 108, 102396. https://doi.org/10.1016/j.cpr.2024.102396

Gandhi, R., Cook, C., LaMastra, N., Uttarapong, J., & Wohn, D. (2021). An Exploration of Mental Health Discussions in Live Streaming Gaming Communities. Frontiers in Psychology, 12. https://doi.org/10.3389/fpsyg.2021.575653

Marques, L., Uchida, P., Aguiar, F., Kadri, G., Santos, R., & Barbosa, S. (2023). Escaping through virtual gaming—what is the association with emotional, social, and mental health? A systematic review. Frontiers in Psychiatry, 14. https://doi.org/10.3389/fpsyt.2023.1257685

Li, Y., Wang, C., & Liu, J. (2020). A Systematic Review of Literature on User Behavior in Video Game Live Streaming. International Journal of Environmental Research and Public Health, 17. https://doi.org/10.3390/ijerph17093328

Ferrari, M., Sabetti, J., McIlwaine, S., Fazeli, S., Sadati, S., Shah, J., Archie, S., Boydell, K., Lal, S., Henderson, J., Alvarez-Jimenez, M., Andersson, N., Nielsen, R., Reynolds, J., & Iyer, S. (2022). Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People’s Mental Health Treatment and Promotion. Frontiers in Digital Health, 4. https://doi.org/10.3389/fdgth.2022.814248

Oswald, T., Rumbold, A., Kedzior, S., & Moore, V. (2020). Psychological impacts of “screen time” and “green time” for children and adolescents: A systematic scoping review. PLoS ONE, 15. https://doi.org/10.1371/journal.pone.0237725

Solmaz, S., İnan, M., & Şahin, M. Y. (2025). The moderating effects of physical activity on social anxiety and sleep disturbance: managing gaming disorder in young e-sports players. Frontiers in Public Health, 13. https://doi.org/10.3389/fpubh.2025.1544044

Adekunle, H. O. (2025). Mental Health and Gaming Addiction among Youth: A Case Study of Lagos, Nigeria. Global Academic Journal of Humanities and Social Sciences. https://doi.org/10.36348/gajhss.2025.v07i02.002

Xu, D., Liu, Y., Zeng, Y., & Liu, D. (2025). Virtual reality in adolescent mental health management under the new media communication environment. Humanities and Social Sciences Communications, 12. https://doi.org/10.1057/s41599-025-04528-1

Kaimara, P., Oikonomou, A., & Deliyannis, I. (2021). Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns. Virtual Reality, 26, 697–735. https://doi.org/10.1007/s10055-021-00563-w

Townsend, C., Humpston, C., Rogers, J., Goodyear, V., Lavis, A., & Michail, M. (2022). The effectiveness of gaming interventions for depression and anxiety in young people: systematic review and meta-analysis. BJPsych Open, 8. https://doi.org/10.1192/bjo.2021.1078

Vié, C., Govindin-Ramassamy, K., Thellier, D., Labrosse, D., & Montagni, I. (2024). Effectiveness of digital games promoting young people’s mental health: A review of reviews. Digital Health, 10. https://doi.org/10.1177/20552076231220814

Huang, Z., Choi, D.-H., Lai, B., Lu, Z., & Tian, H. (2022). Metaverse-based virtual reality experience and endurance performance in sports economy: Mediating role of mental health and performance anxiety. Frontiers in Public Health, 10. https://doi.org/10.3389/fpubh.2022.991489

Chan, G., Huo, Y., Kelly, S., Leung, J., Tisdale, C., & Gullo, M. (2022). The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Comput. Hum. Behav., 126, 106974. https://doi.org/10.1016/j.chb.2021.106974

Pallavicini, F., Pepe, A., & Mantovani, F. (2022). The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review. Cyberpsychology, Behavior, and Social Networking, 25, 334–354. https://doi.org/10.1089/cyber.2021.0252

Mittmann, G., Barnard, A., Krammer, I., Martins, D., & Dias, J. (2022). LINA - A Social Augmented Reality Game around Mental Health, Supporting Real-world Connection and Sense of Belonging for Early Adolescents. Proceedings of the ACM on Human-Computer Interaction, 6, 1–21. https://doi.org/10.1145/3549505

Wen, F., Yusof, H. A., & Abidin, N. Z. (2025). Effects of active video games on affective responses and mental health symptoms in young adults: a systematic review. BMC Public Health, 25. https://doi.org/10.1186/s12889-025-25413-1

Downloads

Published

2025-12-31

How to Cite

Blurring Reality through Gaming Live Streaming: Implications for Youth Mental Health. (2025). Psikologiya Journal, 2(4), 30-39. https://doi.org/10.62872/nvyms471