3.9e What are the impacts of playing video games on adults and young people? How does gaming and online gaming interactions impact wellbeing, cognitive development and indicate economic performance?
Background
DCMS has long recognised the value of the creative industries beyond their extensive contribution to economic growth. Programmes such as Culture and Heritage Capital have pioneered methods to capture the value of DCMS’s policy areas beyond their substantial impact on growth and employment. DCMS also recognises the positive wellbeing benefits of engagement with creative industries. We welcome insights on how best to capture these non-economic benefits.
Next steps
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Topics
Related UKRI funded projects
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Capturing the Digital Footprints of Video Game Play
Although almost half the world's population and as many as 80% of children in the UK regularly play video games, we still have limited knowledge about how gaming is related to players' mental health. We know that games c...
Funded by: ESRC
Lead research organisation: University of Oxford
Why might this be relevant?
This project specifically focuses on capturing the digital footprints of video game play and its impact on mental health, wellbeing, and cognitive development, aligning with the question's scope.
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NEMOG: New Economic Models and Opportunities for digital Games
The digital games market is an enormous and fast-growing industry with extraordinary impact, particularly on young people and increasingly on other segments of the population. The importance of the UK games industry (3rd...
Funded by: EPSRC
Lead research organisation: University of York
Why might this be relevant?
While this project focuses on harnessing enthusiasm for digital games for societal and scientific benefits, it only partially addresses the question's scope related to impacts on mental health, wellbeing, and cognitive development.
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Understanding Video Game Play and Mental Health
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...
Funded by: ESRC
Lead research organisation: University of Oxford
Why might this be relevant?
This project aims to generate an authoritative data set to understand video game play and mental health, aligning perfectly with the question's focus on impacts of gaming on mental health, wellbeing, and cognitive development.