Understanding Video Game Play and Mental Health

Lead Research Organisation: UNIVERSITY OF OXFORD
Department Name: Oxford Internet Institute

Abstract

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.
 
Description Working alongside video game companies to access and analyse their data presents a unique and valuable opportunity for independent science. Our work is showing industry leaders that there are clear upsides to empowering players to donate their data for science. By fostering a collaborative environment where data can be shared transparently and ethically, we pave the way for groundbreaking research that could shape our understanding of digital environments. This partnership not only enriches the academic community's comprehension of player experiences and behaviors but also empowers game developers with evidence-based insights to enhance user experience and address potential harms. The convergence of industry data and independent research holds the promise of driving both technological innovation and societal well-being, ensuring that the rapidly evolving digital landscape can be navigated with transparent and robust scientific investigations.
First Year Of Impact 2023
Sector Digital/Communication/Information Technologies (including Software)
Impact Types Economic

 
Description Contribution to UK Government's Video Games Research Framework
Geographic Reach National 
Policy Influence Type Contribution to a national consultation/review
URL https://www.gov.uk/government/publications/video-games-research-framework/video-games-research-frame...
 
Description Industry Compliance with the DCMS Video Games Research Framework
Geographic Reach National 
Policy Influence Type Contribution to a national consultation/review
 
Title PowerWash Simulator dataset 
Description This is a large detailed dataset that addresses these issues by pairing video game play behaviors and events with in-game well-being and motivation reports. 11,080 players (from 39 countries) of the first person PC game PowerWash Simulator volunteered for a research version of the game that logged their play across 10 in-game behaviors and events (e.g. task completion) and 21 variables (e.g. current position), and responses to 6 psychological survey instruments via in-game pop-ups. The data consists of 15,772,514 gameplay events, 726,316 survey item responses, and 21,202,667 additional gameplay status records, and spans 222 days. The data and codebook are publicly available with a permissive CC0 license. 
Type Of Material Database/Collection of data 
Year Produced 2023 
Provided To Others? Yes  
Impact None as of yet. 
URL https://osf.io/wpeh6/
 
Description Colboration with US Surgeon General 
Organisation Department of Health and Human Services
Country United States 
Sector Public 
PI Contribution I have been working closely with the US Surgeon General and his team to set national guidelines for responsible data sharing access for academics interested in linking large scale social datasets and other forms of health data to online social media and games platforms data. This was reflected earlier in 2021 with the US SG Advisory on Youth Mental Health and in a forthcoming (March/April) call for technology company action.
Collaborator Contribution I have engaged with the US SG, his chief of staff, and their team to help shape the data governance questions and matrerial research asks of large tech firms in the games and social media space. The aim being to connect SDAI learnings with the possibilities afforded by linking industry data to existing NIH, NIMH, and URKI data infrastructure and cohort investments.
Impact The first outcome was the SG's advisory on youth mental health (late 2021). A follow up report with a call to action will be published either later this month or April 2023. The contents of this report are confidential (I have signed an NDA).
Start Year 2021
 
Description Collaboration with DSIT/DCMS CSA on Video Game Research Framework 
Organisation Department for Digital, Culture, Media & Sport
Country United Kingdom 
Sector Public 
PI Contribution Our work on primary and secondary data relating to technology has lead us to work with the DSIT/DCMS CSA and his office to the forthcoming (March 2023) Video Game Research Framework. This document will detail the DSIT/DCMS/Government position on transparent, ethical, and credible research between independent and industry scientists in the UK and the role of URKI and other bodies in facilitating high quality science on technology effects.
Collaborator Contribution I have participated in multiple consultations in person and via video link. I have line edited the draft documents working with the CSA and his team. Our SDAI supported research at the intersection of secondary and primary data on technology and the relevant expertise have been critical.
Impact The full report and framework should be published in March 2023 pending DSIT/DCMS ministerial sign off.
Start Year 2022
 
Description 2023 FOSI European Forum - Regulating and Innovating Online Safety 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Around 250 working in EU/UK online internet and games safety and policy professionals. The panel was focused on Wellbeing in a New Digital Era, featured the industry perspective from both Tami Bhaumik of Roblox and Mindy Brooks of Google, the academic point of view from Andy Przybylski of OII, and the non-profit perspective from Áine Lynch of Ireland's National Parents Council. The discussion featured digital wellbeing best practices when thinking about the use of social media, immersive technologies, and AI. Panelists also shared their expertise and discussed ways in which both parents and kids can feel more empowered to take control of their relationship with technology in a healthy and balanced way.
Year(s) Of Engagement Activity 2023
URL https://www.fosi.org/events/2023-european-forum#media