成人VR视频

Game-in-Action

person holding playstation controller

The impact of video games on young people in Quebec is a multifaced and complex area for research. Some 71% of young adults in Qu茅bec (18-24 years old) own a video game console, while 41% of people in Qu茅bec play games regularly, 10% more than other Canadians. Recognizing the popularity of video games and other screen-based activities, the Minist猫re de la sant茅 et des services sociaux du Qu茅bec aimed to foster healthier use of digital media among young people as part of its 2022-2025 strategic plan. This led the ministry to create the Fonds de recherche du Qu茅bec 鈥 Soci茅t茅 et culture (FRQSC) Action concert茅e program on screen time and youth well-being, which funds the current project.

This project will investigate the effects of video game use (active play) and exposure (passive screen watching) in young adults, ages 18-25. This is done by assessing the real-time positive and negative effects of video gaming using digital 鈥減henotyping鈥, a process of making inferences about human behavior from digital data generated through human interaction using electronic devices (e.g., smartphones). The Game-in-action project will also develop and test an intervention called 鈥済ame jams鈥 to promoting agency, interactivity, and creativity in young players, while preventing harmful effects and establish a multisectoral, multistakeholder collaboration to promote young people鈥檚 health and psychosocial wellbeing in interacting with video games. We will do this by co-designing new strategies and interventions with gamers based on harm reduction principles, identifying environmental risk and protective factors (physical, socio-cultural) associated with video game play, and identifying strategies to ensure equal access by more vulnerable youth to effective video game interventions.

In collaborating with the LIVE Lab at McMaster university, we will examine physiological effects of watching video game live streaming events (sports/e-sports, action- adventure, survival-horror, and puzzles), measuring EEG, heart and breathing rates, and skin conductance. An intensive longitudinal survey will track day-to-day fluctuations in gamers鈥 active and passive gameplay behaviors and well-being (sleep, mood, cognition, physical and mental states, connectiveness). During the Game Jams event, we will provide young people with an opportunity to create games, where they will learn technical, cognitive, and social skills, building capacity to take control of their gaming experiences.

Research Team:

Lead Investigator: Dr. Manuela Ferrari

Co-Investigators: Dr. Amal Abdel- Baki, Dr. Srividya Iyer, Dr. Jai Shah, Dr. Claudia Mitchell, Dr. Jacinthe Dion, Dr. Martin Goyette, Dr. Guillaume Dumas, Dr. Martin Lepage, Dr. Vincent Paquin, Dr. Sahar Fazeli, Dr. Ina Winkelmann, Dr. Judith Sabetti, Dr. Seyed Mohammed Hani Sadati, Dr. Katie Lavigne

Collaborators: Dr. Laurel Trainer, Dr. Sally Strafford, Dr. Don Bosnyak, Cassandra Lacombe, Ludovic Lefebvre, Ludger Saint茅lien, S茅bastien Caisse

In partnership with McMaster University.

Sponsors:

Fonds de recherche du Qu茅bec 鈥 Soci茅t茅 et culture (FRQSC)

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