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Mental Health

Sept. 11, 2025

MSU explores mental health benefits of virtual sports

Feeling lonely? Research from the MSU Department of Kinesiology suggests virtual sports games may help.

Summary

MSU researchers found that augmented and virtual reality sports games can improve psychological well-being. Their findings suggest that social presence and real-time communication in augmented and virtual reality environments can positively impact users, especially those experiencing loneliness. The study adds insight into how gaming connects people and shapes mental health.

Can augmented and virtual reality sports games improve your psychological well-being? According to research led by MSU researchers, yes.

Department of Kinesiology scholars Sanghoon Kim and Sangchul Park led the effort to explore layered questions on the psychological benefits of using augmented/virtual reality, or AR/VR, technology. They discovered that playing AR/VR sports games can promote psychological well-being by helping players feel connected to others and engage in real-time communication.

More interestingly, the positive effects of feeling socially present were even stronger for those experiencing loneliness.

Overall, engaging in communication is consistently beneficial regardless of the discrete level of loneliness.

Department of Kinesiology Assistant Professor Sanghoon Kim
Department of Kinesiology Assistant Professor Sanghoon Kim

“These findings remind us that psychological well-being is multifaceted,” said co-lead authors Kim and Park, both assistant professors. “Even in gaming, it’s shaped not only by what people experience in virtual environments, but also by how those experiences connect with their real-life relationships and social ties.”

The findings were published in the International Journal of Human-Computer Interaction, co-authored with Jun-Phil Uhm (Inha University) and Sungsook Ahn (Cheongju University).

The study analyzed results from a survey of 345 individuals who played various AR/VR sports games, such as table tennis, bowling and billiards. These games can be found on platforms like Wii Sports (Nintendo), Home Sports (Meta) and others. The recruited participants voluntarily completed a questionnaire to assess their game involvement, psychological well-being, loneliness and other factors.

“The importance of these findings is to show that well-being is a complex and multidimensional construct that can be more fully understood when both individuals’ sources of enjoyment (e.g., games) and their social experiences (e.g., loneliness) are considered simultaneously,” Kim and Park added.

Research findings

Researchers found that those who were more engaged in gaming showed higher levels of psychological well-being. This finding provides valuable insights into the ongoing debate about the advantages and disadvantages of gaming involvement, adding new perspectives from AR/VR gaming.

They also found that AR/VR sports games can create a strong sense of being with others by using avatars, real-time communication and nonverbal cues. Importantly, these social connections not only create a shared presence but also play a key role in improving players’ psychological well-being.

“When people feel present with others through avatars or virtual interaction, the experience becomes more than just a game,” said Kim. “That’s the power of social presence.”

Department of Kinesiology Assistant Professor Sangchul Park
Department of Kinesiology Assistant Professor Sangchul Park

The findings also expand traditional ideas about online interaction, showing that AR/VR gaming goes beyond text to include richer, more human-like ways of connecting.

Users who gamed more often and who experienced loneliness in their daily lives were more likely to experience a positive psychological benefit. The authors speculated that AR/VR sports games might be incorporated into therapeutic interventions for those experiencing loneliness or mental health challenges.

Still, the researchers say AR/VR sports games are not a catch-all solution for resolving loneliness. Some users, they found, may still feel uneasy about communicating and interacting in virtual settings, making it harder for them to develop a sense of belonging through gaming.

It’s one of the reasons the researchers encourage practitioners and policymakers to also consider regulating how AR/VR sport games are used to support mental health and engagement.

“The study revealed not all individuals benefit from social AR/VR sport gaming,” the published study reads. “This highlights the importance of educating users, practitioners and policymakers on how to harness its potential while being mindful of its possible drawbacks.”

This story originally appeared on the College of Education website.

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