Games have become a key part of the daily lives of many children and young people, irrespective of geographical location, age, gender or culture. Games form a gateway to these… Click to show full abstract
Games have become a key part of the daily lives of many children and young people, irrespective of geographical location, age, gender or culture. Games form a gateway to these audiences - as well as tertiary groups like parents - which does not exist anywhere else. Additionally, behavioural telemetry from games forms an untapped and sizeable potential for mental health and well-being research. Working with the games industry gives mental health research and associated interventions a pathway for conducting research and working with communities at very large scales.
               
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