The impact of VR cooperative gaming on university students’ social well-being

a cross-sectional study of entertainment, interaction, and physical activity

Authors

DOI:

https://doi.org/10.22633/rpge.v30iesp1.20941

Keywords:

Virtual reality, Interaction components, Video games, Entertainment contexts

Abstract

This study explored how social interaction features in VR movement-based games contribute to group career counseling by promoting communication, cooperation, emotional engagement, and career-related reflection. In light of increasing psychological distress among university students, the research investigated the connections between game participation and factors such as well-being, depression, self-esteem, and social connectedness within the context of social VR gaming. A stratified random sample of 658 students participated in an explanatory cross-sectional survey, utilizing a validated questionnaire to evaluate VR's effects on entertainment, social interaction, and physical activity. The data were analyzed through descriptive statistics and factor analysis. The findings shed light on the multifaceted impact of VR on student well-being while outlining theoretical and practical implications, acknowledging study limitations, and suggesting avenues for future research.

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Author Biographies

Jing Zhang, Universiti Sains Malaysia

University Sains Malaysia, 11800 Penang, Malaysia. Ph.D. Candidate, School of Arts.

Norfarizah Mohd Bakhir, Universiti Sains Malaysia

University Sains Malaysia, 11800 Penang, Malaysia. Doctor, School of Arts. Corresponding Author.

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Published

30/03/2026

How to Cite

Zhang, J., & Bakhir, N. M. (2026). The impact of VR cooperative gaming on university students’ social well-being: a cross-sectional study of entertainment, interaction, and physical activity. Revista on Line De Política E Gestão Educacional, 30(esp1), e026031. https://doi.org/10.22633/rpge.v30iesp1.20941