Game On: A study to investigate how online competitive gaming in a supported learning environment can foster young people’s holistic development, mental health, and wellbeing

 

Since the 1980’s, gaming, gamers and gaming platforms have been criticised for promoting violence, addiction, social isolation and ‘toxic geek masculinity’. However, this project seeks to investigate whether, in a supportive environment, competitive gaming can foster young people’s holistic development, mental health and wellbeing.

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In partnership with Riot Games and the South Australia Office of the Commissioner for Children and Young People, the Game On project seeks to answer questions including:

  • What role does fun play in young people’s learning and their development of positive values and behaviours?

  • How can competitive play and mentoring help to foster:

    • Critical thinking skills, capacity for empathy, balance and self-regulation, and mental health literacies

    • Self-esteem, sense of connectedness, and individual and collective identity

    • Positive online and offline values and behaviours

    • Resilience to cyber bullying and other online harms

    • Young people’s, parents’ and educators’ positive attitudes towards gaming

    • Awareness of and respect for categories of social difference and diversity

    • Social cohesion, community resilience and cultural diversity in families, gaming and school communities?

These questions will be explored using a unique Living Lab methodology, comprising:

  • Literature review

  • Creative, co-designed and interactive workshops

  • Observation of the LAN-based game play of League of Legends

  • Weekly diaries/interviews with young gamers, parents and educators to track the impacts and attitudinal shifts associated with participating in League of Legends

  • A survey of teachers, students and parents adapted from the 2016 Digital Capacities survey exploring how augmented game-playing can develop greater resilience and social connectedness among players


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