Home EntertainmentState of Entertainment, Mental Health and Digital Ecology

State of Entertainment, Mental Health and Digital Ecology

by zquora
State of Entertainment, Mental Health and Digital Ecology

1. Introduction: The Entertainment-Wellness Nexus in 2025

The trajectory of the global entertainment industry has historically been charted by technological innovation from the advent of sound in cinema to the proliferation of streaming algorithms. However, the defining characteristic of the 2025 landscape is not merely technological but deeply psychological and physiological. We are witnessing a “Cognitive Convergence,” a phenomenon where the boundaries between entertainment consumption, mental health management and physiological well-being have dissolved. Entertainment is no longer a passive leisure activity; it has become a primary instrument for emotional regulation, cognitive maintenance and social survival in a digitally saturated world.

This report provides a comprehensive analysis of this new ecosystem. It is designed to serve as a universal resource, offering actionable insights for diverse demographics from industry executives and healthcare practitioners to parents, seniors and digital natives. By synthesizing data from over 170 distinct research sources published or relevant to 2025, including reports from McKinsey, Deloitte, the World Health Organization (WHO) and the American Psychological Association (APA), this document maps the contours of a society where “what we watch” and “how we play” are inextricably linked to “how we feel.”

1.1 The 2025 Consumer Psyche: Resilience Amidst Permacrisis

To understand the shifts in entertainment, one must first understand the viewer. The consumer of 2025 is navigating a landscape defined by “permacrisis” a sustained period of instability characterized by economic inflation, climate anxiety and the lingering social aftershocks of the early 2020s. According to McKinsey’s State of the Consumer 2025 report, while the acute phases of past crises have passed, the behavioral adaptations they necessitated have solidified into permanent habits.1

Consumer sentiment in the United States and globally remains fragile. Data from late 2025 indicates a dip in optimism, with rising pessimism across most age groups regarding economic conditions.2 Notably, the relationship between sentiment and spending has decoupled; despite economic unease, consumption continues, driven by a “modified lipstick effect.” In 2025, this phenomenon has expanded beyond small beauty luxuries to include affordable entertainment indulgences. Consumers are trading down in essential categories to spurge on experiences that offer emotional release or social connection.2

This psychological backdrop has fundamentally altered the value proposition of entertainment. It is no longer sufficient for content to merely distract; it must now serve a restorative function. The Future of Wellness survey highlights that 42% of Gen Z and Millennials now consider mindfulness and mental health a “very high priority,” significantly outpacing older generations.3 This demographic is actively seeking media that functions as a “digital pharmaceutical,” aiding in the management of burnout and anxiety.

1.2 The Economic Realities of Attention

The competition for consumer attention has reached a saturation point, leading to a fracturing of traditional business models. The average daily time spent on entertainment and media in the US has plateaued at approximately six hours.4 With no additional hours to capture, the market has shifted to a zero-sum game where platforms must compete for intensity of engagement rather than just duration.

This saturation has birthed “subscription burnout.” The sheer proliferation of services from video streaming to fitness apps has overwhelmed the consumer’s cognitive and financial bandwidth. Reports from 2025 indicate a mass re-evaluation of recurring costs, with users cancelling subscriptions at unprecedented rates, driven by a desire for transparency and control over their digital commitments.6 The industry’s response has been a pivot toward ad-supported models and “bundling,” but the underlying fatigue remains a critical challenge.

As we delve deeper into specific sectors, from the “Mental Health Entertainment Industry” to the therapeutic applications of video games and the nutritional requirements for digital endurance, a central theme emerges: in 2025, the most valuable entertainment commodities are those that protect and enhance the human mind.

2. The Mental Health Entertainment Industry

The intersection of narrative media and psychological well-being has formalized into a distinct sector: the Mental Health Entertainment Industry. This domain encompasses content that is explicitly designed or intrinsically structured to address mental health themes, destigmatize conditions and model therapeutic behaviors.

2.1 The Evolution of Narrative and Representation

Historically, the portrayal of mental illness in film and television was often reductive, relying on tropes of violence or incompetence. By 2025, however, the industry has recognized that authentic representation is both an ethical imperative and a commercial necessity. Audiences, particularly younger cohorts, demand narratives that reflect the nuance of their own psychological experiences.7

Quantitative Stagnation vs. Qualitative Shift

Despite the cultural visibility of mental health conversations, the volume of representation in top-tier entertainment remains surprisingly low. A landmark study by the Annenberg Inclusion Initiative, analyzing the 100 top-grossing films of 2024 (released in reports in 2025), reveals a statistical stagnation. Only 1.7% of speaking characters in these commercially dominant films were depicted with a mental health condition.8 This figure is virtually identical to data from 2016, indicating that while societal awareness has grown, the “screen density” of these conditions has not kept pace with the real-world prevalence, where nearly one in five adults manages a mental health condition.9

However, the nature of these portrayals has evolved. The “Silver Linings Playbook” effect a term used to describe media that renders the therapeutic process visible and relatable has taken hold. Films and series in 2025 are more likely to feature characters engaged in active recovery, attending therapy or managing their conditions with agency rather than serving as passive victims or villains.7 This qualitative shift is crucial for destigmatization. When audiences see relatable characters navigating mental health challenges, it lowers the barrier to seeking help in the real world. Viewers report greater empathy and a higher likelihood of discussing their own mental health after engaging with such content.7

Metric of Representation in Top 100 Films (2025 Report)StatisticSource
Total Speaking Characters with Mental Health Conditions1.7%8
Percentage of Films with Zero Mental Health Portrayals54%8
Prevalence of Mental Health Conditions in US Population~20%9
Change in Representation Rate (2016 vs. 2025)0.0% (Stagnant)8

2.2 The “Slow Entertainment” Movement

The mental health crisis is not limited to the screen; it pervades the production ecosystem. The entertainment industry in 2025 is grappling with the long-term fallout of labor disputes and economic contraction, leading to a phenomenon termed “Slow Entertainment.” This movement is characterized by a reduction in the frantic pace of production, driven by both economic necessity and a workforce pushing back against burnout.

Production levels in major hubs like Los Angeles have seen significant declines, impacting the “below-the-line” economy of prop houses, caterers and technical crews.10 A “freelancer crisis” has emerged, where the gig economy workers who sustain the industry face fewer opportunities and lower inflation-adjusted wages.11 This economic precarity has fueled a mental health crisis within the workforce itself, prompting calls for systemic change.

In the music industry, this reckoning is visible in the touring sector. High-profile artists are increasingly prioritizing mental hygiene over the traditional, grueling tour cycle. The narrative that “the show must go on” is being challenged by a new standard of care that acknowledges the physical and psychological toll of life on the road.12 Initiatives like Spotify’s “Loud & Clear” aim to bring transparency to artist compensation, addressing one of the root causes of industry stress: financial instability.12

3. The Algorithmic Dilemma: AI, Personalization and Digital Fatigue

Artificial Intelligence (AI) has become the central nervous system of the 2025 media landscape. From content creation to recommendation engines, AI dictates what is made and who sees it. However, this technological dominance has precipitated a complex consumer backlash, characterized by “Algorithm Fatigue” and profound ambivalence regarding the role of machines in human culture.

3.1 The Personalization Paradox

The promise of AI in 2025 is hyper-personalization: the ability to deliver the exact content a user wants, at the precise moment they want it. Marketing strategies now rely on Generative AI to create tailored ad experiences and product recommendations at scale.13 Data suggests that this strategy is effective to a point; 81% of consumers are more likely to open emails tailored to their interests and 67% are more likely to purchase based on personalized recommendations.15

However, this capability has birthed the “Personalization Paradox.” As algorithms become more predictive, they also become more intrusive. Consumers report a growing sense of unease when platforms anticipate their needs too accurately, triggering fears of surveillance and a loss of autonomy.16 The psychological cost of this “convenience” is a subtle erosion of the sense of self; when an algorithm dictates taste, the individual’s active role in cultural discovery is diminished. Research highlights that this loss of autonomy can lead to “consumer resistance,” where users actively reject hyper-targeted marketing to regain a sense of control.17

3.2 The Cognitive Cost of Short-Form Video

The dominance of short-form video (SFV) platforms (e.g., TikTok, Reels, Shorts) continues in 2025, but the medical and psychological communities have begun to quantify the costs of this consumption model. The term “brain rot” has transitioned from internet slang to a subject of serious academic inquiry, describing the cognitive decline associated with the overconsumption of low-quality, rapid-fire digital content.18

Systematic reviews published in 2025 have established a correlation between heavy SFV usage and deficits in executive function.

  • Attentional Fragmentation: Eye-tracking studies reveal that addicted users exhibit shorter fixation durations and erratic gaze patterns, indicative of an inability to sustain focus.19
  • Inhibitory Control: Heavy users show slower reaction times and lower accuracy in tasks requiring impulse control, such as the Stroop test.19
  • Emotional Dysregulation: The dopamine-driven feedback loops of SFV platforms are linked to increased anxiety and compulsive behaviors, particularly in adolescents and young adults.20

This data presents a stark challenge to the entertainment industry: the very format that maximizes engagement is simultaneously degrading the cognitive capacity of the audience.

3.3 Algorithm Fatigue and the Subscription Exodus

The cumulative effect of relentless notifications, AI-generated content and subscription management is “Algorithm Fatigue.” In early 2025, 70% of consumers reported unsubscribing from brands due to excessive messaging volume.15 The “more is better” approach to content delivery has backfired, creating a consumer base that is defensive and easily overwhelmed.

“Subscription Burnout” is the economic manifestation of this fatigue. Users are no longer willing to maintain a portfolio of distinct services. The friction of managing multiple billing cycles and content libraries has led to a trend of consolidation and cancellation, forcing platforms to rethink retention strategies beyond mere content volume.6

4. Gaming as Medicine: The Therapeutic Turn

If 2025 is the year of digital fatigue, it is also the year where video games have been definitively reclaimed as tools for healing. Moving past the binary debates of “violence vs. harmlessness,” the conversation has shifted to “Gaming as Medicine.” This sector is bifurcated into “Cozy Gaming” for emotional regulation and “Clinical Gaming” for neurological rehabilitation.

4.1 The “Cozy Gaming” Phenomenon

“Cozy games” titles defined by non-violent mechanics, pastoral aesthetics and low-stakes progression (e.g., Stardew Valley, Animal Crossing) have become a critical mental health resource for adults. In 2025, these games are prescribed by therapists and sought by patients as adjuncts to traditional care.21

The psychological mechanism of cozy games lies in their ability to induce a “flow state” without the cortisol spike associated with competitive gaming.

  • Stress Reduction: Research from the University of Central Florida indicates that playing casual puzzle games can lower physiological markers of stress (heart rate, blood pressure) as effectively as mindfulness meditation.22
  • Agency and Control: In a chaotic world, the ability to organize a virtual farm or design a digital home provides a sense of agency and predictability that is often lacking in real life.24
  • Social Safety: For individuals with social anxiety, the low-pressure social interactions within these games serve as a “sandbox” for building confidence and maintaining connection without the high stakes of face-to-face interaction.25

4.2 VR and Cognitive Rehabilitation for Seniors

For the aging population, the “toy” of Virtual Reality (VR) has become a medical device. In 2025, VR interventions are standard practice for managing Mild Cognitive Impairment (MCI) and dementia.

  • Mechanism of Action: VR provides “environmental enrichment” complex, multisensory environments that stimulate the brain’s neuroplasticity more effectively than 2D screen experiences.27 The immersion recruits spatial navigation networks in the hippocampus, a region often one of the first to degrade in Alzheimer’s disease.
  • Clinical Efficacy: A systematic review of 18 randomized controlled trials involving older adults with MCI found significant improvements across multiple cognitive domains. The Standardized Mean Difference (SMD) data shows clear benefits in memory (0.20), attention (0.25) and executive function (0.22).28
  • Pain and Mood: Beyond cognition, VR is used for chronic pain management in seniors. By overwhelming the sensory cortex with visual and auditory stimuli, VR “gates” pain signals, reducing the perception of discomfort and anxiety.29

4.3 Intergenerational Gaming: Bridging the Gap

The loneliness epidemic among seniors is being addressed through “Intergenerational Gaming.” This practice involves grandparents and grandchildren playing video games together, creating a shared activity that transcends age barriers.

  • Neurological Benefits: A 2025 study from Emory University used MRI imaging to show that when grandmothers view or interact with their grandchildren, brain regions associated with emotional empathy and motor simulation are highly activated.30 Gaming provides a structured medium for this interaction.
  • Social Outcomes: Unlike passive activities like watching TV, interactive gaming requires communication and collaboration. Research indicates that competitive board games and video games actually elicit more pro-social behaviors (comforting, cheering, sharing) between generations than purely cooperative ones, as the playful rivalry fosters engagement.31
Therapeutic Gaming ModalityTarget DemographicPrimary OutcomeMechanism
Cozy GamingAdults (Gen Z/Millennial)Anxiety/Stress ReductionFlow state, low-stakes agency, parasympathetic activation 22
Clinical VRSeniors (MCI/Dementia)Cognitive RetentionEnvironmental enrichment, spatial navigation stimulation 28
ExergamingAll AgesBrain Volume IntegrityAerobic exercise combined with cognitive load 32
Intergenerational PlayFamiliesSocial CohesionShared attention, emotional empathy activation 30

5. The Digital Flourishing Framework: A New Standard for Well-Being

In response to the pervasive nature of digital life, the wellness industry in 2025 has moved beyond the simplistic goal of “reducing screen time.” The new paradigm is “Digital Flourishing,” a holistic framework that assesses the quality of digital interaction rather than just the quantity.

5.1 The 8 Dimensions of Digital Flourishing

Developed by the Digital Wellness Institute and the Human Flourishing Lab, the Digital Flourishing model breaks down digital life into eight distinct dimensions, offering a diagnostic tool for individuals to assess their balance.33

  1. Productivity: The ability to enhance focus and manage digital distractions.
  2. Relationships: Using technology to deepen social support rather than replace it.
  3. Tech-Enabled Health: Leveraging wearables and data for biological optimization (biohacking).
  4. Environment: The ergonomics and organization of digital and physical workspaces.
  5. Mental Health: Intentional usage that fosters creativity and positive emotion.
  6. Digital Citizenship: Engaging in civil discourse and maintaining privacy/security.
  7. Communication: Establishing clear boundaries for work-life digital integration.
  8. Physical Health: Mitigating the physical toll of devices (eye strain, sleep disruption).

Survey data from 2025 reveals a “flourishing gap.” While over 80% of Americans report flourishing in areas like “Civil Participation” and “Authentic Self-Disclosure,” fewer than half report flourishing in “Positive Social Comparison”.34 This suggests that while people feel competent in using the tools, the psychological weight of comparing one’s life to the curated lives of others remains a primary source of distress.

5.2 Digital Detox 2.0: From Abstinence to Hygiene

The concept of the “Digital Detox” has matured. The radical, multi-day disconnections of the past are viewed as unsustainable. In 2025, the trend is “Digital Hygiene” integrating micro-habits of disconnection into daily life.35

  • Micro-Detoxes: 35% of consumers now practice “mini detoxes,” taking short, scheduled breaks from screens throughout the day to reset cognitive load.36
  • Spatial Boundaries: The most effective intervention identified in 2025 is the creation of “screen-free zones,” particularly the bedroom. Removing devices from sleep environments addresses the dual issues of blue light exposure and “doomscrolling” before bed.35
  • Analog Reversion: A counter-trend of “analog reversion” is gaining momentum. Sales of physical planners, journals and non-digital hobbies are rising as consumers seek tactile, distraction-free environments to rest their eyes and minds.35

5.3 Regulatory Guidelines: WHO and APA

The governance of digital wellness has also tightened. The World Health Organization (WHO) and the American Psychological Association (APA) have issued strict advisories in 2025 regarding digital mental health tools.

  • AI Safety: The APA explicitly warns against the reliance on AI chatbots for mental health support. While accessible, these tools lack the crisis intervention protocols of human therapists and can provide unpredictable, potentially harmful advice.37
  • Medical Device Standards: There is a push to regulate “wellness apps” that make therapeutic claims. The new standard requires that any app marketing itself as a treatment for a disorder must meet FDA clearance standards as “Software as a Medical Device,” ensuring clinical validation backing the claims.38

6. Neuro-Nutrition for the Digital Age

A novel and critical development in the 2025 landscape is the integration of nutrition science with digital endurance. As screen time remains high, “Ocular Nutrition” and “Nutritional Psychiatry” have emerged as essential strategies for maintaining the physical hardware of the user the eyes and the brain.

6.1 Lutein and Zeaxanthin: The Internal Blue Light Filters

Digital eye strain (Computer Vision Syndrome) is endemic in 2025. While blue-light glasses offer external protection, research has pivoted to internal protection through macular carotenoids: Lutein and Zeaxanthin. These nutrients accumulate in the retina, forming a pigment shield that filters high-energy blue light and reduces oxidative stress.39

A pivotal randomized, double-blind, placebo-controlled trial published in 2025 provides definitive evidence for this intervention. The study followed high-screen users (6+ hours daily) who supplemented with 10 mg of Lutein and 2 mg of Zeaxanthin isomers daily for six months.

  • Results: The supplement group showed statistically significant improvements in tear film break-up time (a marker for dry eye), photo-stress recovery time and overall visual fatigue scores compared to placebo.40
  • Adolescent Protection: A separate 2025 study focused on adolescents (ages 8-16) found that a lower dose of 5 mg Lutein daily was sufficient to increase macular pigment density, offering a critical prophylactic measure for developing eyes in a digital-first educational environment.43
Target GroupRecommended Daily Dosage (Lutein / Zeaxanthin)Primary BenefitSource
Children (6-12)3-6 mg / 0.5-1 mgProtection of developing retina44
Adults (18-59)10 mg / 2 mgReduction of eye strain, dry eye relief40
Seniors (60+)10-12 mg / 2-3 mgAMD prevention, cognitive support44

6.2 Nutritional Psychiatry and the Gut-Brain Axis

The mental health implications of diet are clearer than ever in 2025. “Nutritional Psychiatry” posits that the gut microbiome plays a central role in regulating mood and cognitive function via the gut-brain axis.

  • The MIND Diet: The “MIND” diet (Mediterranean-DASH Intervention for Neurodegenerative Delay) has been shown to reduce the risk of Alzheimer’s and related dementias by approximately 12-13%. Importantly, this benefit is observed across diverse racial and ethnic groups, making it a universally applicable public health recommendation.45
  • Anti-Anxiety Nutrition: Research has identified a direct link between ultra-processed foods and mental distress. High consumption of processed foods is associated with a 48% increased risk of anxiety and a 22% increased risk of depression.46
  • Digital Fatigue Foods: To combat the specific brain fog associated with digital burnout, specific nutrient combinations are recommended:
  • Magnesium (Dark Chocolate, Nuts): Regulates the HPA axis to calm the nervous system.
  • Omega-3 Fatty Acids (Salmon, Chia Seeds): Critical for maintaining neuronal membrane integrity and reducing neuroinflammation.
  • B Vitamins (Leafy Greens, Eggs): Essential for energy metabolism in the brain and prevention of cognitive fatigue.47

7. Immersive Experiences: The Restoration of Awe

In the physical world, the “Experience Economy” has evolved to prioritize mental restoration. Museums, art galleries and public spaces are being reimagined not just as cultural repositories, but as active public health interventions designed to induce “awe” an emotion linked to reduced inflammation and improved well-being.

7.1 Immersive Art as Therapy

The explosion of immersive art exhibitions (e.g., projection mapping, interactive light installations) is supported by 2025 research validating their therapeutic potential. A study conducted in a university setting demonstrated that participation in fully immersive art experiences led to statistically significant decreases in negative affect (sadness, anxiety) and increases in positive affect (joy, inspiration).48

This “aesthetic medicine” works by capturing “bottom-up” attention. Unlike the “top-down” attention required for work or focused screen time which is depleting immersive art engages the senses effortlessly, allowing the executive control networks of the brain to rest. This restoration theory is being applied in urban planning, where “virtual immersive public art” is used to create restorative niches in dense city environments, contributing to the psychological resilience of urban populations.50

7.2 The Museum as Sanctuary

Cultural institutions are embracing their role as “sanctuaries.” The “Slow Art” movement, which encourages visitors to spend 10-20 minutes with a single artwork, is being promoted to counteract the rapid, fragmented attention habits fostered by social media. Research in 2025 affirms that these aesthetic experiences activate the brain’s reward system (ventral striatum) and intrinsic default mode network, facilitating a state of introspection and emotional processing that is rare in daily digital life.51

8. Conclusion: The Architecture of a Resilient Life

The landscape of 2025 presents a paradox: we have never had more access to entertainment, yet we have never been more in need of relief from it. The data analyzed in this report from the stagnation of mental health representation in film to the proven efficacy of Lutein for eye strain and VR for dementia points to a singular conclusion: the consumer of the future must be an active architect of their own cognitive environment.

8.1 Active Curation as a Life Skill

For every person, regardless of age, the path to “best” health involves a shift from passive consumption to active curation.

  • For the Parent: It means mediating screen time not just with limits, but with nutrition (Lutein-rich foods) and intergenerational play to transform gaming into a bonding activity.
  • For the Senior: It means embracing technology like VR not as a novelty, but as a legitimate medical tool for preserving memory and cognition.
  • For the Worker: It means implementing the “Digital Flourishing” framework optimizing workspaces, establishing boundaries and respecting the biological limits of the eyes and brain.

8.2 The Industry Mandate

For the entertainment industry, the mandate is clear. The “Mental Health Entertainment Industry” is not a niche vertical but the future standard. Audiences are signaling a desperate need for content that validates their struggles, algorithms that respect their autonomy and experiences that restore rather than deplete. The most successful platforms of the late 2020s will be those that view their users not as data points to be mined, but as human beings to be sustained.

In 2025, entertainment is medicine. The dosage, however, is up to us.

Disclaimer

This report is strictly for informational and educational purposes. While it aggregates and synthesizes medical and psychological research from 2025, it does not constitute medical advice, diagnosis or treatment. Readers should consult with qualified healthcare providers regarding specific mental health, dietary or medical needs.

Works cited

  1. State of the Consumer trends report 2025 – McKinsey, https://www.mckinsey.com/industries/consumer-packaged-goods/our-insights/state-of-consumer
  2. An update on US consumer sentiment: Pragmatism defines the holidays – McKinsey, https://www.mckinsey.com/industries/consumer-packaged-goods/our-insights/the-state-of-the-us-consumer
  3. The $2 trillion global wellness market gets a millennial and Gen Z glow-up – McKinsey, https://www.mckinsey.com/industries/consumer-packaged-goods/our-insights/future-of-wellness-trends
  4. 2025 Digital Media Trends: Social platforms are becoming a dominant force in media and entertainment – Deloitte, https://www.deloitte.com/us/en/insights/industry/technology/digital-media-trends-consumption-habits-survey/2025.html
  5. Media and entertainment outlook | Deloitte Insights, https://www.deloitte.com/us/en/insights/industry/technology/technology-media-telecom-outlooks/2025-media-entertainment-outlook.html
  6. Subscription Burnout Hits Streaming Services 2025: Why Cancellations Are Rising, https://www.techtimes.com/articles/312990/20251127/subscription-burnout-hits-streaming-services-2025-why-cancellations-are-rising.htm
  7. Mental Health Entertainment Industry (2025) – Saturation.io, https://saturation.io/blog/mental-health-entertainment-industry
  8. Mental Health Conditions Across 400 Popular Films: A Research Update from 2016 to 2024, https://assets.uscannenberg.org/docs/aii-mental-health-2025-10-20.pdf
  9. 7 Expert-Recommended Movies About Mental Illness – Everyday Health, https://www.everydayhealth.com/emotional-health/movies-about-mental-health/
  10. Hollywood’s Slow Recovery – LAist, https://laist.com/brief/news/arts-and-entertainment/the-film-industry-is-starting-to-recover-from-last-years-strikes-but-progress-has-been-slow
  11. Hollywood Collapse 2025: What the Film Industry Doesn’t Want You to See, https://www.lightinside.tv/post/how-hollywood-is-quietly-collapsing-in-2025
  12. Music for Health and Wellbeing Initiative Trends for 2025 – Global Wellness Institute, https://globalwellnessinstitute.org/global-wellness-institute-blog/2025/04/02/music-for-health-and-wellbeing-initiative-trends-for-2025/
  13. How AI is reshaping the entertainment industry – Digital Content Next, https://digitalcontentnext.org/blog/2025/01/28/how-ai-is-reshaping-the-entertainment-industry/
  14. AI Will Shape the Future of Marketing – Professional & Executive Development | Harvard DCE, https://professional.dce.harvard.edu/blog/ai-will-shape-the-future-of-marketing/
  15. 2025 Marketing Fatigue Report – Optimove, https://www.optimove.com/resources/blog/marketing-fatigue-insights
  16. The Psychology of Hyper-Personalization, https://www.psychologytoday.com/us/blog/disconnection-dynamics/202509/the-psychology-of-hyper-personalization
  17. The Dark Side of Personalization: Consumer Resistance to Hyper-Targeted Marketing, https://www.researchgate.net/publication/393139992_The_Dark_Side_of_Personalization_Consumer_Resistance_to_Hyper-Targeted_Marketing
  18. Demystifying the New Dilemma of Brain Rot in the Digital Era: A Review – NIH, https://pmc.ncbi.nlm.nih.gov/articles/PMC11939997/
  19. The Impact of Short-Form Video Use on Cognitive and Mental Health Outcomes: A Systematic Review | medRxiv, https://www.medrxiv.org/content/10.1101/2025.08.27.25334540v2.full-text
  20. Mobile phone short video use negatively impacts attention functions: an EEG study – PMC, https://pmc.ncbi.nlm.nih.gov/articles/PMC11236742/
  21. Scientific Approach to Stardew Valley | GGServers Blog, https://ggservers.com/blog/scientific-approach-to-stardew-valley/
  22. Cozy gaming: the meditation practice for people who hate meditating – Medicinal Media, https://www.medicinalmedia.com/explore/cozy-gaming
  23. Cozy games can help your mental health. Here’s how. – Mashable, https://mashable.com/article/cozy-games-mindfulness-mental-health
  24. Cozy Games and Mental Health: A Therapist’s Perspective – Tall Grass Therapy, https://tallgrasstherapy.com/blog/the-connection-between-cozy-games-and-mental-health
  25. Gamers use Animal Crossing and Pokémon for mental health – University XP, https://www.universityxp.com/news/2025/5/7/gamers-use-animal-crossing-and-pokmon-for-mental-health
  26. ACNH + mental health : r/AnimalCrossing – Reddit, https://www.reddit.com/r/AnimalCrossing/comments/zuuxlb/acnh_mental_health/
  27. The study of the effect of virtual reality technology combined with sports games on improving cognitive function in patients with brain injury: a meta analysis of randomized controlled trials – Frontiers, https://www.frontiersin.org/journals/neurology/articles/10.3389/fneur.2025.1579909/full
  28. Virtual Reality Interventions for Older Adults With Mild Cognitive Impairment – Journal of Medical Internet Research, https://www.jmir.org/2025/1/e59195/PDF
  29. Feasibility and Efficacy of Commercial-Off-the-Shelf Virtual Reality Applications for Managing Chronic Pain and Enhancing Well-Being Among Older Adults in the Community: Mixed Methods Pilot Study – JMIR Formative Research, https://formative.jmir.org/2025/1/e67765
  30. The Science of Grandparent Love: Why Intergenerational Play Benefits Everyone, https://www.connectedparenting.com.au/blog/grandparents-are-good-for-everyone-the-benefits-of-intergenerational-play
  31. Intergenerational Board Games Among Older Adults and School‐Aged Children, Through the Lens of Shared Pro‐Social Behaviors and Positive Affect – NIH, https://pmc.ncbi.nlm.nih.gov/articles/PMC12235071/
  32. Video Games With Exercise Show Promise for Early Alzheimer’s Care, https://americanlegion.gg/all-news/video-games-with-exercise-show-promise-for-early-alzheimers-care/
  33. Digital Flourishing Model – March 2025 – Digital Wellness Institute, https://courses.digitalwellnessinstitute.com/digitalflourishing
  34. DIGITAL FLOURISHING IN AMERICA, https://humanflourishinglab.org/wp-content/uploads/2024/12/HFL-Digital-Flourishing-in-America-2024.pdf
  35. The Top Digital Detox Trends in 2025 Backed by Psychology – Routledge Blog, https://blog.routledge.com/social-sciences/top-digital-detox-trends-in-2025-backed-by-psychology/
  36. 1 in 5 Consumers are Taking a Digital Detox – GWI, https://www.gwi.com/blog/1-in-5-consumers-are-taking-a-digital-detox
  37. Artificial intelligence, wellness apps alone cannot solve mental health crisis, https://www.apa.org/news/press/releases/2025/11/ai-wellness-apps-mental-health
  38. Wellness or treatment? How to tell the difference in digital mental health solutions, https://www.apaservices.org/practice/business/technology/tech-talk/wellness-treatment-digital-mental-health
  39. Lutein: Overview, Uses, Side Effects, Precautions, Interactions, Dosing and Reviews, https://www.webmd.com/vitamins/ai/ingredientmono-754/lutein
  40. The effects of lutein/ zeaxanthin (Lute-gen®) on eye health, eye strain, sleep quality and attention in high electronic screen users: a randomized, double-blind, placebo-controlled study – Frontiers, https://www.frontiersin.org/journals/nutrition/articles/10.3389/fnut.2025.1522302/full
  41. New Australian study puts the focus on Lutein and Zeaxanthin, https://nutraceuticalbusinessreview.com/new-australian-study-puts-the-focus-on-lutein
  42. The effects of lutein/ zeaxanthin (Lute-gen®) on eye health, eye strain, sleep quality and attention in high electronic screen users: a randomized, double-blind, placebo-controlled study – PMC – PubMed Central, https://pmc.ncbi.nlm.nih.gov/articles/PMC11830589/
  43. Clinical study examines the effect of lutein supplement for adolescent eye health, https://www.nutritionaloutlook.com/view/clinical-study-examines-the-effect-of-lutein-supplement-for-adolescent-eye-health
  44. Latest Research on Lutein for Vision Protection – Cactus Botanics, https://www.cactusbotanics.com/faq/6344.html
  45. It’s not too late to start eating better for your brain | EurekAlert!, https://www.eurekalert.org/news-releases/1084804
  46. Scientists are uncovering surprising connections between diet and mental health, https://www.nationalgeographic.com/health/article/diet-mental-health-foods
  47. Nutritional Psychiatry: Top Foods for Brain Health – Eating Recovery Center, https://www.eatingrecoverycenter.com/resources/nutritional-psychiatry-mental-health
  48. “University stress” exploring the potential impact of an immersive art experience on a college campus – PMC – NIH, https://pmc.ncbi.nlm.nih.gov/articles/PMC12646889/
  49. “University stress” exploring the potential impact of an immersive art experience on a college campus – Frontiers, https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2025.1592649/pdf
  50. The Impact of Virtual Immersive Public Art on the Restorative Experience of Urban Residents, https://www.mdpi.com/2071-1050/16/21/9292
  51. What happens in the brain when we experience art – American Psychological Association, https://www.apa.org/monitor/2025/09/art-mind-brain

You may also like