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Understanding Video Game Play and Mental Health

Understanding Video Game Play and Mental Health
了解电子游戏玩法和心理健康
批准号:
ES/W012626/1
负责人:
Andrew Przybylski
金额:
$101.03万
依托单位:
依托单位国家:
英国
项目类别:
Research Grant
财政年份:
2023
资助国家:
英国
项目状态:
未结题
起止时间:
2023 至 --

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中文摘要
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英文摘要
Despite their popularity, science has a limited understanding of video games and their effects on our mental health. This limited understanding is a direct result of several limitations of the method of previous research: low data quality, unrepresentative samples, and a lack of transparency. Together, such limitations have resulted in research that lacks a principled approach to the study of video games: describing the behaviour (i.e., gaming), predicting the behaviour, testing what the behaviour itself predicts. With this proposal, we develop such a principled research programme that addresses these limitations. Specifically, we aim to generate an authoritative data set to provide us with an accurate understanding of video game play and mental health. We will combine a large, nationally representative survey of active video game players' mental health, personality, and motivations with objective data of behaviour in video games. We will obtain these behavioural data from industry partners that we have established working relations with (Nintendo, Sony, Microsoft).This combination of survey data with behavioural data requires a new, first-of-its kind collaboration between academics and a video games industry that has been historically reluctant to share data. We will recruit a large sample of 7,000 active adult players representative of the UK population. These participants will complete a half-hour survey on mental health, well-being, motivations, personality, and demographic factors. To link participant survey data with their video game play behaviours, the survey will direct participants to a website where they select all game services they use and consent to donate their play data to the study. The systems of our industry partners then record the consent and an anonymous identifier, which is then recorded with the survey data. This workflow allows our team to query the data bases of our partners for those anonymous identifiers for behavioural video game data.The resulting data set represents a unique resource and, more importantly, a unique opportunity to finally obtain an accurate understanding of video game behaviour. The games industry records what people do in their games (e.g., how long someone played a game, how good they were in the game). Combining these data with a representative sample allows us to conduct each step of a principled research programme: describing video game play, predicting it, and testing whether video game play predicts mental health. Together, these steps form a much needed foundation for a science of video game pay and mental health. Not only will we be able to tell what games people play when and for how long; we can also examine what types of players there are (e.g., subgroups with certain motivations and personalities). Moreover, we can test what characteristics allow us an accurate prediction of what genres a player engages with, how long they play for, etc. Last, we will finally know what types of play are related to mental health.Meeting these objectives will finally allow a comprehensive understanding of video games. This understanding is sorely needed: Many welfare agencies and government bodies need evidence of the kind we produce to potentially regulate gaming. At the same time, both academics and public stakeholders have been asking for industry to share their data with independent researchers. With our project, we will set the standard for such collaborations: ethical, transparent, and independent. Being the first to collaborate with the games industry on such a scale, we aim to lead by example. Not only will we produce the first authoritative data set on video games and mental health; we will share these data set publicly. This data set is a valuable resource for scientists all around the world. Further, communicating our findings to policymakers will finally provide them with a firm evidence base and an example of how to engage with industry partners.
期刊论文(3)
专著(0)
科研奖励(0)
会议论文
Affective Uplift During Video Game Play: A Naturalistic Case Study
玩电子游戏期间的情感提升:自然主义案例研究
DOI: 10.31234/osf.io/z3ejx
发表时间: 2023
期刊:
影响因子: --
作者: [Vuorre M]
通讯作者: Vuorre M
DOI: 10.31234/osf.io/qruhx
发表时间: 2023
期刊:
影响因子: --
作者: [Magnusson K]
通讯作者: Magnusson K
DOI: 10.1038/s41597-023-02530-3
发表时间: 2023-09-13
期刊: Scientific data
影响因子: 9.8
作者: [Vuorre M, Magnusson K, Johannes N, Butlin J, Przybylski AK]
通讯作者: Przybylski AK
How Much is Too Much? Leveraging Existing and Emerging Large-Scale Social Data to Build Robust Evidence-Based Policy for Children in the Digital Age
  • 批准号:
    ES/T008709/1
  • 项目类别:
    Research Grant
  • 资助金额:
    $29.53万
  • 财政年份:
    2020
  • 负责人:
    Andrew Przybylski
  • 依托单位:
海外基金