<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE article PUBLIC "-//NLM//DTD Journal Publishing DTD v2.0 20040830//EN" "journalpublishing.dtd"><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" dtd-version="2.0" xml:lang="en" article-type="letter"><front><journal-meta><journal-id journal-id-type="nlm-ta">JMIR Serious Games</journal-id><journal-id journal-id-type="publisher-id">games</journal-id><journal-id journal-id-type="index">15</journal-id><journal-title>JMIR Serious Games</journal-title><abbrev-journal-title>JMIR Serious Games</abbrev-journal-title><issn pub-type="epub">2291-9279</issn><publisher><publisher-name>JMIR Publications</publisher-name><publisher-loc>Toronto, Canada</publisher-loc></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">v13i1e83239</article-id><article-id pub-id-type="doi">10.2196/83239</article-id><article-categories><subj-group subj-group-type="heading"><subject>Letter to the Editor</subject></subj-group></article-categories><title-group><article-title>Author&#x2019;s Reply: Refining Open-World Game and Nostalgic Film Interventions for Broader and More Reliable Therapeutic Impact</article-title></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><name name-style="western"><surname>Eisingerich</surname><given-names>Andreas Benedikt</given-names></name><xref ref-type="aff" rid="aff1">1</xref></contrib><contrib contrib-type="author"><name name-style="western"><surname>Arigayota</surname><given-names>Annisa</given-names></name><xref ref-type="aff" rid="aff1">1</xref></contrib><contrib contrib-type="author"><name name-style="western"><surname>Duffek</surname><given-names>Barbara</given-names></name><xref ref-type="aff" rid="aff2">2</xref></contrib><contrib contrib-type="author"><name name-style="western"><surname>Hou</surname><given-names>Congcong</given-names></name><xref ref-type="aff" rid="aff3">3</xref></contrib></contrib-group><aff id="aff1"><institution>Imperial College Business School, Imperial College London</institution><addr-line>South Kensington Campus</addr-line><addr-line>London</addr-line><country>United Kingdom</country></aff><aff id="aff2"><institution>Robinson College of Business, Georgia State University</institution><addr-line>Atlanta</addr-line><addr-line>GA</addr-line><country>United States</country></aff><aff id="aff3"><institution>Kyushu Sangyo University</institution><addr-line>Fukuoka</addr-line><country>Japan</country></aff><contrib-group><contrib contrib-type="editor"><name name-style="western"><surname>Coristine</surname><given-names>Andrew</given-names></name></contrib></contrib-group><author-notes><corresp>Correspondence to Andreas Benedikt Eisingerich, Imperial College Business School, Imperial College London, South Kensington Campus, London, SW7 2AZ, United Kingdom, 44 207594 ext 9763; <email>a.eisingerich@imperial.ac.uk</email></corresp></author-notes><pub-date pub-type="collection"><year>2025</year></pub-date><pub-date pub-type="epub"><day>30</day><month>9</month><year>2025</year></pub-date><volume>13</volume><elocation-id>e83239</elocation-id><history><date date-type="received"><day>29</day><month>08</month><year>2025</year></date><date date-type="rev-recd"><day>05</day><month>09</month><year>2025</year></date><date date-type="accepted"><day>05</day><month>09</month><year>2025</year></date></history><copyright-statement>&#x00A9; Andreas Benedikt Eisingerich, Annisa Arigayota, Barbara Duffek, Congcong Hou. Originally published in JMIR Serious Games (<ext-link ext-link-type="uri" xlink:href="https://games.jmir.org">https://games.jmir.org</ext-link>), 30.9.2025. </copyright-statement><copyright-year>2025</copyright-year><license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/"><p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (<ext-link ext-link-type="uri" xlink:href="https://creativecommons.org/licenses/by/4.0/">https://creativecommons.org/licenses/by/4.0/</ext-link>), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on <ext-link ext-link-type="uri" xlink:href="https://games.jmir.org">https://games.jmir.org</ext-link>, as well as this copyright and license information must be included.</p></license><self-uri xlink:type="simple" xlink:href="https://games.jmir.org/2025/1/e83239"/><related-article related-article-type="commentary article" ext-link-type="doi" xlink:href="10.2196/76522" xlink:title="Comment on" xlink:type="simple">https://games.jmir.org/2025/1/e76522</related-article><related-article related-article-type="commentary article" ext-link-type="doi" xlink:href="10.2196/82157" xlink:title="Comment on" xlink:type="simple">https://games.jmir.org/2025/1/e82157</related-article><kwd-group><kwd>open-world games</kwd><kwd>nostalgia</kwd><kwd>lab experimental study</kwd><kwd>postgraduate students</kwd><kwd>My Neighbor Totoro</kwd><kwd>Kiki&#x2019;s Delivery Service</kwd><kwd>Nintendo</kwd></kwd-group></article-meta></front><body><p>We greatly welcome and thank Sun and Meng for their thoughtful comments in their letter to the editor [<xref ref-type="bibr" rid="ref1">1</xref>] in response to our research [<xref ref-type="bibr" rid="ref2">2</xref>]. We are grateful for the insightful points shared on how work on creative media, such as video games and films, may help challenge stereotypes about gaming and engaging with storytelling to potentially open doors accessible and innovative tools for well-being. Open-world games may have the potential to enhance young people&#x2019;s mental well-being [<xref ref-type="bibr" rid="ref3">3</xref>], whilst social media and other forms of internet usage may lead to stress and anxiety [<xref ref-type="bibr" rid="ref4">4</xref>,<xref ref-type="bibr" rid="ref5">5</xref>]. We respond to the kind and insightful points shared [<xref ref-type="bibr" rid="ref2">2</xref>] to further help bridge creative media and mental health science.</p><p>First, we concur regarding the stated importance to examine the observed effects in our study [<xref ref-type="bibr" rid="ref1">1</xref>], using participants who may not already be predisposed to enjoy the stimuli such as graduate students. As we note in our article, we recruited participants by telling them that they had a chance to take part in a university study on daily activities and well-being. Thus, the danger of people who already like watching Studio Ghibli films and enjoy playing The Legend of Zelda: Breath of the Wild to self-select to take part in the study is low. We also controlled for study participants&#x2019; familiarity with and enjoyment of the creative art content. That said, we fully agree that that future research should study the impact of creative media on well-being using a larger, broader and more varied sample in terms of different study participant demographics (age, cultural background, etc).</p><p>Second, we concur that due to the intervention&#x2019;s brevity (ie, 30 min of video gameplay and roughly 7 minutes of film viewing), only a snapshot of the possible psychological effect may be captured and may constitute a conservative test. This is an excellent point and we encourage future research to explore the impact of long-term intervention as well as varied intervention formats (eg, multi-session, spaced over several days and weeks and possibly even years) on long-term well-being gains. Additional work is needed to help examine the long-term effects of playing open-world games such as The Legend of Zelda: Breath of the Wild and watching Studio Ghibli classics such as My Neighbor Totor and Kiki&#x2019;s Delivery Service on mental well-being. In addition, we invite future research to explore the potential effects of games and films other than the ones invested in our study [<xref ref-type="bibr" rid="ref1">1</xref>] to determine the extent various art forms may lead to benefits in calmness, exploration, enhanced meaning, and sense of purpose in life as well as overall life happiness.</p><p>Third, study participants were randomly assigned to the study&#x2019;s experimental conditions. We agree that the study of how mood, recent stressors, sleep quality (or lack thereof), social interactions, the consumption of one&#x2019;s favorite beverage (eg, coffee, Red Bull, etc) may interact with the intervention&#x2019;s effects is richly deserving.</p><p>In summary, we thank Meng and Sun for their thoughtful and excellent comments on how future research may help bridge gaming and storytelling with mental health science.</p></body><back><fn-group><fn fn-type="con"><p>All authors contributed equally.</p></fn><fn fn-type="conflict"><p>None declared.</p></fn></fn-group><ref-list><title>References</title><ref id="ref1"><label>1</label><nlm-citation citation-type="journal"><person-group person-group-type="author"><name name-style="western"><surname>Meng</surname><given-names>K</given-names> </name><name name-style="western"><surname>Sun</surname><given-names>C</given-names> </name></person-group><article-title>Refining open-world games and nostalgic film interventions for broader and more reliable therapeutic impact</article-title><source>JMIR Serious Games</source><year>2025</year><month>09</month><day>30</day><fpage>e82157</fpage><pub-id pub-id-type="doi">10.2196/82157</pub-id></nlm-citation></ref><ref id="ref2"><label>2</label><nlm-citation citation-type="journal"><person-group person-group-type="author"><name name-style="western"><surname>Arigayota</surname><given-names>A</given-names> </name><name name-style="western"><surname>Duffek</surname><given-names>B</given-names> </name><name name-style="western"><surname>Hou</surname><given-names>C</given-names> </name><name name-style="western"><surname>Eisingerich</surname><given-names>AB</given-names> </name></person-group><article-title>Effects of the legend of Zelda: breath of the wild and studio Ghibli films on young people&#x2019;s sense of exploration, calm, mastery and skill, purpose and meaning, and overall happiness in life: exploratory randomized controlled study</article-title><source>JMIR Serious Games</source><year>2025</year><month>08</month><day>1</day><volume>13</volume><fpage>e76522</fpage><pub-id pub-id-type="doi">10.2196/76522</pub-id><pub-id pub-id-type="medline">40750097</pub-id></nlm-citation></ref><ref id="ref3"><label>3</label><nlm-citation citation-type="journal"><person-group person-group-type="author"><name name-style="western"><surname>Anto</surname><given-names>A</given-names> </name><name name-style="western"><surname>Basu</surname><given-names>A</given-names> </name><name name-style="western"><surname>Selim</surname><given-names>R</given-names> </name><name name-style="western"><surname>Foscht</surname><given-names>T</given-names> </name><name name-style="western"><surname>Eisingerich</surname><given-names>AB</given-names> </name></person-group><article-title>Open-world games&#x2019; affordance of cognitive escapism, relaxation, and mental well-being among postgraduate students: mixed methods study</article-title><source>J Med Internet Res</source><year>2024</year><month>12</month><day>17</day><volume>26</volume><fpage>e63760</fpage><pub-id pub-id-type="doi">10.2196/63760</pub-id><pub-id pub-id-type="medline">39689301</pub-id></nlm-citation></ref><ref id="ref4"><label>4</label><nlm-citation citation-type="journal"><person-group person-group-type="author"><name name-style="western"><surname>Anto</surname><given-names>A</given-names> </name><name name-style="western"><surname>Asif</surname><given-names>RO</given-names> </name><name name-style="western"><surname>Basu</surname><given-names>A</given-names> </name><etal/></person-group><article-title>Exploring the impact of social media on anxiety among university students in the United Kingdom: qualitative study</article-title><source>JMIR Form Res</source><year>2023</year><month>06</month><day>16</day><volume>7</volume><fpage>e43037</fpage><pub-id pub-id-type="doi">10.2196/43037</pub-id><pub-id pub-id-type="medline">37327030</pub-id></nlm-citation></ref><ref id="ref5"><label>5</label><nlm-citation citation-type="journal"><person-group person-group-type="author"><name name-style="western"><surname>Selim</surname><given-names>R</given-names> </name><name name-style="western"><surname>Basu</surname><given-names>A</given-names> </name><name name-style="western"><surname>Anto</surname><given-names>A</given-names> </name><name name-style="western"><surname>Foscht</surname><given-names>T</given-names> </name><name name-style="western"><surname>Eisingerich</surname><given-names>AB</given-names> </name></person-group><article-title>Effects of large language model-based offerings on the well-being of students: qualitative study</article-title><source>JMIR Form Res</source><year>2024</year><month>12</month><day>27</day><volume>8</volume><fpage>e64081</fpage><pub-id pub-id-type="doi">10.2196/64081</pub-id><pub-id pub-id-type="medline">39729617</pub-id></nlm-citation></ref></ref-list></back></article>