Background: Traditional etiquette views smartphone usage during face-to-face interactions as "phubbing" (phone snubbing), often associated with reduced social quality. However, the recent viral popularity of the puzzle game Block Blast (over 70 million daily users) presents a counter-intuitive phenomenon where gaming appears to coexist with, and potentially enhance, social engagement among adolescents. Objective: This study investigates the role of low-cognitive-load casual gaming as an emotional regulation tool during social interactions. We propose a novel "Primary vs. Secondary Action" framework to explain how shifting conversation from a high-pressure primary focus to a secondary activity can mitigate social anxiety. Methods: We conducted a naturalistic observation study of adolescents in educational settings in Indonesia. Behavioral indicators—including speech fluidity, body posture, and eye contact patterns—were compared between two conditions: (1) idle face-to-face interaction and (2) interaction while playing Block Blast. Results: Observations reveal that participants engaging in the game exhibited reduced signs of physiological tension and increased conversational openness compared to the idle condition. Subjects demonstrated meta-awareness of the game’s function, utilizing it to modulate emotional intensity ("arousal regulation"). These findings align with the Yerkes-Dodson Law, suggesting that the game lowers social over-arousal to an optimal level. Conclusion: Contrary to the "digital distraction" narrative, this study suggests that specific low-stakes games function as a "social lubricant," functioning as an adaptive coping mechanism for the digital generation.
Zaelani (Wed,) studied this question.