With the accelerating pace of contemporary society, Chinese youth (aged 14–35) are increasingly experiencing prominent mental health challenges due to multiple pressures such as academic demands, employment competition, and social adaptation. The gr...
With the accelerating pace of contemporary society, Chinese youth (aged 14–35) are increasingly experiencing prominent mental health challenges due to multiple pressures such as academic demands, employment competition, and social adaptation. The growing need for emotional regulation among young people has made digital entertainment an increasingly important way for them to relieve stress and achieve psychological relaxation. Compared with passive forms of content such as short videos and live streams, digital games—through active participation, instant feedback, and immersive experiences—can regulate emotions and enhance enjoyment more effectively. Among various types of digital games, healing-oriented horticultural games—characterized by plant cultivation, scene construction, and natural landscape appreciation—use soothing colors, nature-simulated environments, and emotionally friendly interactions to create a digital space that brings players closer to nature and provides psychological relaxation and restoration.
In terms of visual aesthetics, this study draws on relevant aesthetic theories and integrates the visual characteristics of games to systematically identify four core visual aesthetic variables: color, scene, character, and UI. In terms of psychological mechanisms, this study adopts Subjective Well-Being as the theoretical basis of well-being, which is divided into two components: the affective dimension and the cognitive dimension. Flow experience is defined with reference to the nine core dimensions synthesized and organized by Norsworthy et al. (2017), including clear goals, unambiguous feedback, concentration on the task at hand, sense of control, merging of action and awareness, transformation of time, among others. Together, these dimensions represent the optimal experiential state that players may achieve during gameplay. Based on this, the present study constructs a theoretical model aimed at revealing the relationships among visual aesthetics, well-being, and flow experience in healing-oriented horticultural games.
To examine these relationships, this study surveyed young players of healing-oriented horticultural games and collected a total of 353 valid responses. Structural Equation Modeling (SEM) was employed to empirically test the path relationships between the four dimensions of visual aesthetics (color, scene, character, and UI), flow experience, and well-being. In addition, the Bootstrap method was used to verify the mediating effect of flow experience. The results indicate that visual aesthetics have a significant positive effect on flow experience, with the scene dimension showing the strongest influence. Visual aesthetics also significantly enhance well-being, among which the character dimension exerts the greatest impact. Moreover, flow experience has a significant positive effect on well-being and serves as a mediating variable in the relationship between visual aesthetics and well-being. These results suggest that the visual aesthetics of healing-oriented horticultural games can directly enhance players’ flow experience and well-being. Meanwhile, flow experience itself also has a significant positive effect on well-being and further strengthens the impact of visual aesthetics on well-being by functioning as a mediating mechanism. This reveals a dual mechanism through which the visual aesthetics of healing-oriented horticultural games influence the subjective well-being of young players.
Based on the above results, this study verified the positive effect of visual aesthetics on subjective well-being in the context of healing-oriented horticultural games, indicating that visual aesthetics can directly enhance players’ well-being and may exert similar effects in other healing-oriented games with comparable visual components such as color, scene, character, and UI. Meanwhile, this study confirmed that the path structure of “visual aesthetics → flow experience → subjective well-being” is stable within the current sample. Although different healing-oriented games vary in themes and gameplay, this mechanism may still be applicable as long as they share similarities in the application of visual aesthetic elements. The four core elements of visual aesthetics can facilitate players’ entry into a flow experience in healing-oriented horticultural games, and may have similar effects in other game types with comparable visual aesthetic structures; however, the strength of these effects may vary depending on the game genre.
Overall, this study, grounded in an integrated framework of visual aesthetics and psychological experience mechanisms, provides theoretical foundations and practical insights for optimizing visual design and enhancing user experience in healing-oriented horticultural games. It also further demonstrates the potential value of digital entertainment in supporting youth emotions and promoting mental health.
This study constructed a mechanism among visual aesthetics, flow experience, and subjective well-being and empirically validated it through a questionnaire survey; however, certain limitations remain. First, the sample mainly consisted of Chinese players, and cultural differences may limit the cross-regional generalizability of the findings. Second, the study focused solely on healing-oriented horticultural games, and caution is needed when generalizing the findings to other game genres. Third, the research relied primarily on quantitative questionnaire data and lacked qualitative or mixed-method approaches such as interviews and experiments, which could provide deeper insights into players’ emotional experiences and behavioral mechanisms.
Therefore, future research should be further expanded. First, the mechanism validated in this study can be extended from healing-oriented horticultural games to other game genres in order to examine its applicability across different gaming contexts. Second, additional visual-related variables such as lighting effects could be included to build a more comprehensive visual experience model. Finally, employing additional research methods such as interviews and experiments to complement quantitative analysis may allow for a deeper understanding of players’ experiences and underlying psychological mechanisms. Through these extensions, the generalizability and practical value of the findings may be enhanced, thereby providing more comprehensive support for the theoretical development and design practice of healing-oriented games.