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. 2025 Nov 21:S1054-139X(25)00456-2.
doi: 10.1016/j.jadohealth.2025.09.028. Online ahead of print.

Studying Youth Well-Being Through Minecraft Digital Construction: A Visual and Thematic Study

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Studying Youth Well-Being Through Minecraft Digital Construction: A Visual and Thematic Study

L Cousin Cabrolier et al. J Adolesc Health. .

Abstract

Purpose: To study adolescent gamers' representations of well-being using a Minecraft construction challenge as an innovative research tool.

Methods: A total of 12 participants recruited through a French streaming community created their ideal well-being spaces in Minecraft. A mixed-methods approach combining visual analysis of constructions and thematic analysis of presentations and chat interactions was conducted using the UN H6+ framework's five domains of adolescent well-being.

Results: Social connectedness and healthy lifestyle emerged as dominant domains in participants' representations of well-being (among 7 of 12 constructions), manifesting through communal spaces and health-promoting environments in most constructions. Learning and safety domains were moderately represented (respectively four and three constructions), while agency elements were minimal, limited to personal space customization.

Discussion: The findings highlight both a methodological contribution, demonstrating the potential of digital games for research on youth, and an empirical insight into how young gamers prioritize social and physical dimensions of well-being, challenging gaming stereotypes.

Keywords: Adolescents; Gaming; Health promotion; Well being research.

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