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Updated: Jan 10, 2026

Measuring Engagement of Spectators of Social Digital Games
Published on: July 3, 2021
Studying Youth Well-Being Through Minecraft Digital Construction: A Visual and Thematic Study
L Cousin Cabrolier1, L Duconget2, P Martin3
1AP-HP. Nord-Université Paris Cité, Hôpital Universitaire Robert Debré, Unité d'épidémiologie Clinique, Inserm, Paris, France; Université Paris Cité, ECEVE UMR 1123, Inserm, Faculté de Médecine, Paris, France.
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.
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Cognitive Development During Adolescence
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Vygotsky's Cognitive Development in Cultural Context

