Why We Need Both Silly and Serious Games (Part 1)

Candy Crush by King.com

Author: Courtney Garcia. 

This is a guest post and does not represent the views of CheckPoint. Courtney’s blog site can be found here.

There Are Two Types of Games…

There are generally two different types of games: There’s the kind of game that changes our lives; the story and characters are so intense that we kinda feel that we are in the game. These games hit us in the gut with emotional plots or difficult choices. They are so good, so interesting and thought-provoking, that we might want to call them “art”. Then there are games like Baldi’s Education and Learning or Candy Crush.

These games don’t make us cry, they don’t win Game of the Year, and hardly anyone would call them “art” (but that’s a different debate). These games are fun, silly, and maybe a little glitchy. Most of us wouldn’t hesitate to place them on a lower shelf than The Last of Us. They’re seen, even by their biggest fans, as ridiculous or ”time-wasters”.

Playing Bioshock Infinite would seem to be a better use of our time than playing Goat Simulator. But we’re not always in the mood for something heavy or intense. Sometimes we want something light and maybe a bit stupid. These games feel especially good when we’re stressed, anxious, or struggling with our mental health.
What do these different types of games offer our minds and hearts?
Can they be equally helpful?

The Last of Us by Naughty Dog

How The Scientists Categorize Silly and Serious Games

So we’ve set out these two categories: silly and serious games. In the field of Media Psychology these categories go by two much more technical terms: “Hedonic” and “Eudaimonic”, respectively. According to Huta in her article “An Overview of Hedonic and Eudaimonic Well-Being Concepts”, Hedonic content “involves pleasure/enjoyment/satisfaction, and comfort/painlessness/ease.

These variables are associated with contents representing certain mindsets, including a focus on the self, the present moment, the tangible, a focus on taking, consuming what one needs and wants.” (p.15). In other words, hedonic content lifts our spirits by giving us positive feelings, distracts us from negative feelings or pain, and even puts us in a mindset to live fully in the present moment, not the past or future.

Examples of Hedonic media would be: Fortnite, Slime Rancher, Minecraft, Plants vs. Zombies, and most casual phone games like Candy Crush, Neko Atsume, or Bejeweled.


Minecraft by Markus Persson and Mojang


Huta explains that Eudaimonic content inspires “feelings of meaning, self-connectedness, elevation, accomplishments, and interest/engagement/flow” (p.15). Eudaimonic content is emotionally complex and usually includes much of the following areas of content: “meaning/value/relevance to a broader context, personal growth/self-realization/maturity, excellence/ethics/quality, and authenticity/autonomy/integration” (Huta, pg. 15). Examples of Eudaimonic content would be: Narrative-heavy RPGs, Dramatic games like Bioshock, The Last of Us, SOMA, Life is Strange, Telltale Games, Dear Esther, and Hellblade: Senua’s Sacrifice.

Positive Effects of Hedonic Media

So now that we have an idea of what a Hedonic game or Eudaimonic game is, how can this information help us? What do these game types offer us?

Let’s Start with the Benefits of Hedonic Media

This is the kind of stuff our mom’s told us would rot our brains. These are the brightly-colored, flashy, funny games that sneak their way into our free time. We spend quite a bit of time playing them. We can even feel a little embarrassed by playing these games or telling others that we play them since they aren’t very well-respected. People call these games “time-wasters”. But what if I told you that playing these games isn’t a waste of time?

According to Media Psychology researchers Nabi and Preston in their article “The Tie that Binds: Reflecting on Emotion’s Role in the Relationship between Media Use and Subjective Well-Being”, playing these silly games is a part of a balanced media diet that can help us regulate our moods, manage our anxieties, reduce stress, and help us recover from stress/strain. (p. 55)

Given all this, it makes sense that at the end of an exhausting day we don’t want to watch or play something that takes a lot of our energy or attention – instead we usually self-treat ourselves with something light, funny, and not very complex so that we can experience flow and recover from work strain.

This is why watching a few hedonic YouTube videos or playing a few minutes of a phone game on break at work makes us feel a little better, because research shows that Hedonic media gives us “brief positive affect, including broadened attention, a desire to build, flexible thinking, efficiency, and relief of anxiety induced cardiovascular reactions.”(pg.28, Huta)

In this way, Hedonic media helps us regulate our moods as according to Mood Management Theory. Mood Management Theory explains that we pick particular types of media to either diffuse bad moods or bolster good ones. We feel better and more carefree because this media interrupts negative moods or feelings like frustration, boredom, or exhaustion that might drag us down all day.

In the next article I will discuss the research behind the positive effects of Serious (or Eudaimonic) media and why it is important to have a balanced diet of both!

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