This study investigated the effects of casual video game play on psychological wellbeing. 21 participants played either Journey or Flower for 6 weekly sessions. Questionnaires before and after gameplay measured negative affect, psychological wellbeing, stress, and anxiety/depression. Analysis found that negative affect was significantly reduced after gameplay in weeks 2, 3, and 6, though the effect did not persist. Psychological wellbeing increased over time for those playing Flower but not Journey. No effects were found for stress, positive affect, or anxiety/depression. So casual games may provide psychological benefits by reducing negative affect and improving wellbeing.