What are the impacts of playing video games on adults and young people? How does the length of time spent gaming and the type of gaming content affect overall wellbeing and economic performance? How do interactions with other players/individuals in online gaming environments affect wellbeing? A video games research framework is being developed that will set out a comprehensive set of research questions.

Background

There is also a need to understand the level and type of innovation and R&D activity undertaken by creative businesses, and the impacts this has on growth, trade and societal benefits. We are also interested in how the creative industries are adapting business models and navigating new markets, as well as how these changes affect audiences. MCI wants to better understand the values and future values of the CIs including economic output but beyond this to consider societal delivery, soft power and net zero.

Next steps

Get in touch with csa@dcms.gov.uk

Source

This question was published as part of the set of ARIs in this document:

DCMS areas of research interest GOV UK

Related UKRI funded projects


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    Why might this be relevant?

    The project addresses the impacts of playing video games on mental health and wellbeing, as well as the methods of collecting gameplay data for research purposes.

  • NEMOG: New Economic Models and Opportunities for digital Games

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    Why might this be relevant?

    The project explores the impact of digital games on society and economy, but does not specifically address the impacts of playing video games on adults and young people's wellbeing and economic performance.

  • 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

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    The project directly investigates the relationship between video game play and mental health, which is a key aspect of overall wellbeing.

  • InGAME International

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    Funded by: FIC

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    Why might this be relevant?

    The project focuses on the challenges and solutions for international collaboration in the videogames sector, which does not directly address the impacts of playing video games on individuals' wellbeing and economic performance.

  • ôdir's first playable iOS project

    Our project aims to address the mental health and productivity issues that arise from excessive screen time (driven by the attention economy and habits picked up during lockdowns). We conducted a comprehensive research p...

    Funded by: Innovate UK

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  • Between Gaming and Gambling: investigating children and young people's experiences and understandings of gambling style systems in digital games

    Gambling style systems in digital games, such as loot boxes, cards, micro-transactions and forms of currency used to purchase game specific content have become widely adopted in a range of digital games. These models of ...

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  • Games, Heritage, Arts, & Sport: the economic, social, and cultural value of the European videogame ecosystem (GAMEHEARTS)

    GAMEHEARTS will seek to maximise the value of the European videogame industry ecosystems (hereafter, EVGIE) within a wider social context of the creative and cultural industries (hereafter, CCI). This will consider the i...

    Funded by: Horizon Europe Guarantee

    Lead research organisation: LONDON SYMPHONY ORCHESTRA

  • Games, Heritage, Arts, & Sport: the economic, social, and cultural value of the European videogame ecosystem (GAMEHEARTS)

    GAMEHEARTS will seek to maximise the value of the European videogame industry ecosystems (hereafter, EVGIE) within a wider social context of the creative and cultural industries (hereafter, CCI). This will consider the i...

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  • MICA: V-Engage - Using Virtual Reality exergaming to engage adolescents with physical activity

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    Funded by: MRC

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  • CAD-GAME: Computer-Aided Game Design

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    Funded by: EPSRC

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    Why might this be relevant?

    Partially relevant as it focuses on enjoyment and immersion in video games, but does not directly address impacts on overall wellbeing and economic performance.

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