A 13-fold increase in videogame play in the past decade has raised concerns about the potential for negative outcomes such as depression, anxiety, social isolation and suicide. This project will develop critical knowledge of the the exact factors that lead to problematic play, addiction and Internet Gaming Disorder (IGD).
Our aim is to co-design a solution in partnership with players that will minimise harm and treat IGD. Our proposed intervention will make use of the most popular communication software among videogame players (“Discord”) and be supported by a larger scalable website. In this way, engagement will not require players to leave the environment they already inhabit. We will fully evaluate our solution allowing us to refine and improve it as well as provide key knowledge to others seeking to intervene in this domain.
Funding / Grants
- NHMRC Ideas grant (2022 - 2026)
Other Team Members
- Professor Leanne Hides, University of Queensland (UQ)
- Professor John Saunders (University of Queensland)
- Associate Professor Melanie White (QUT)
- Professor Regan Mandryk (University of Saskatchewan)
- Professor Anders Drachen (University of York)
- Dr Selen Turkay (QUT)
- Professor David Lovell (QUT)
- Dr Dimitri Perrin (QUT)
- Associate Professor Sarah Jane Kelly (UQ)
- Associate Professor Daniel King (Flinders University)
- Dr Janni Leung (UQ)
- Dr Chung Kai Chan (UQ)
- Professor Daniel Lalande (University of Quebec)
- Formosa, Jessica, Johnson, Daniel, Turkay, Selen, Mandryk, Regan (2022) Need Satisfaction, Passion and Wellbeing Effects of Videogame Play prior to and during the COVID-19 Pandemic Computers in Human Behavior, 131, pp.Article number: 107232.
- Luxford, Ethan, Türkay, Selen, Frommel, Julian, Tobin, Stephanie J., Mandryk, Regan L., Formosa, Jessica, Johnson, Daniel (2022) Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being Cyberpsychology, Behavior, and Social Networking, 25 (5), pp.310-315.
- Johnson, Daniel, Formosa, Jessica, Perry, Ryan, Lalande, Daniel, Türkay, Selen, Obst, Patricia, Mandryk, Regan (2022) Unsatisfied needs as a predictor of obsessive passion for videogame play Psychology of Popular Media, 11 (1), pp.47-55.
- Johnson, Daniel, Gore-Jones, Victoria, Dark, Frances, Parker, Stephen D., Foley, Sharon, Mandryk, Regan L. (2021) Videogame Play and Wellbeing among a First Episode Psychosis Population Proceedings of the ACM on Human-Computer Interaction, 5 (CHI PLAY), pp.Article number: 281.
- Mandryk, Regan L., Frommel, Julian, Armstrong, Ashley, Johnson, Daniel (2020) How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing Frontiers in Psychology, 11, pp.Article number: 2165.