Understanding Video Game Play and Mental Health

了解电子游戏玩法和心理健康

基本信息

  • 批准号:
    ES/W012626/1
  • 负责人:
  • 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
  • 起止时间:
    2023 至 无数据
  • 项目状态:
    未结题

项目摘要

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.
尽管电子游戏很受欢迎,但科学对电子游戏及其对我们心理健康的影响的了解有限。这种有限的理解是以前研究方法的几个局限性的直接结果:数据质量低,样本不具代表性,缺乏透明度。总之,这些限制导致研究缺乏对视频游戏研究的原则性方法:描述行为(即,游戏),预测行为,测试行为本身预测的内容。有了这个建议,我们制定了这样一个原则性的研究计划,解决这些限制。具体来说,我们的目标是生成一个权威的数据集,以便我们准确了解视频游戏和心理健康。我们将联合收割机结合一个大型的,具有全国代表性的调查积极的视频游戏玩家的心理健康,个性和动机与客观数据的行为在视频游戏。我们将从与我们建立了合作关系的行业合作伙伴(任天堂,索尼,微软)那里获得这些行为数据。这种调查数据与行为数据的结合需要学术界和视频游戏行业之间进行新的,首次的合作,历史上一直不愿意分享数据。我们将招募7,000名代表英国人口的活跃成年球员作为大样本。这些参与者将完成一个半小时的心理健康,幸福感,动机,个性和人口因素的调查。为了将参与者的调查数据与他们的视频游戏行为联系起来,调查将引导参与者访问一个网站,在那里他们选择他们使用的所有游戏服务,并同意将他们的游戏数据捐赠给研究。然后,我们的行业合作伙伴的系统记录同意和匿名标识符,然后将其与调查数据一起记录。该工作流程允许我们的团队查询合作伙伴的数据库,以获取行为电子游戏数据的匿名标识符。由此产生的数据集代表了一种独特的资源,更重要的是,这是一个最终准确了解电子游戏行为的独特机会。游戏行业记录人们在他们的游戏中所做的事情(例如,一个人玩游戏的时间有多长,他们在游戏中的表现有多好)。将这些数据与代表性样本相结合,使我们能够进行原则性研究计划的每一步:描述视频游戏,预测它,并测试视频游戏是否预测心理健康。总之,这些步骤构成了视频游戏支付和心理健康科学所急需的基础。我们不仅能够知道人们在什么时候玩什么游戏,玩了多长时间;我们还可以检查有什么类型的玩家(例如,具有特定动机和个性的小组)。此外,我们还可以测试哪些特征可以让我们准确预测玩家参与的类型,他们玩了多长时间等。最后,我们将最终知道什么类型的游戏与心理健康有关。满足这些目标最终将允许全面了解电子游戏。这种理解是非常必要的:许多福利机构和政府机构需要我们提供的证据来监管游戏。与此同时,学术界和公共利益相关者一直要求工业界与独立研究人员分享他们的数据。通过我们的项目,我们将为这种合作设定标准:道德,透明和独立。作为第一家与游戏行业如此大规模合作的公司,我们的目标是以身作则。我们不仅将制作第一个关于视频游戏和心理健康的权威数据集;我们还将公开分享这些数据集。这些数据集对全世界的科学家来说都是宝贵的资源。此外,将我们的研究结果传达给政策制定者最终将为他们提供坚实的证据基础和如何与行业合作伙伴合作的范例。

项目成果

期刊论文数量(3)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
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:
    0
  • 作者:
    Vuorre M
  • 通讯作者:
    Vuorre M
Harmful Compared to What? The Problem of Gaming and Ill-defined Causal Effects
与什么相比有害?
  • DOI:
    10.31234/osf.io/qruhx
  • 发表时间:
    2023
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Magnusson K
  • 通讯作者:
    Magnusson K
An intensive longitudinal dataset of in-game player behaviour and well-being in PowerWash Simulator.
  • DOI:
    10.1038/s41597-023-02530-3
  • 发表时间:
    2023-09-13
  • 期刊:
  • 影响因子:
    9.8
  • 作者:
    Vuorre M;Magnusson K;Johannes N;Butlin J;Przybylski AK
  • 通讯作者:
    Przybylski AK
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Andrew Przybylski其他文献

Two Element Chaotic and Hyperchaotic Circuits
二元混沌和超混沌电路
  • DOI:
    10.1007/978-3-642-33914-1_1
  • 发表时间:
    2013
  • 期刊:
  • 影响因子:
    0
  • 作者:
    B. Muthuswamy;Andrew Przybylski;Chris Feilbach;J. Mossbrucker
  • 通讯作者:
    J. Mossbrucker

Andrew Przybylski的其他文献

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{{ truncateString('Andrew Przybylski', 18)}}的其他基金

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
多少是太多了?
  • 批准号:
    ES/T008709/1
  • 财政年份:
    2020
  • 资助金额:
    $ 101.03万
  • 项目类别:
    Research Grant

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