Details on article
|Title||Debate: Games-based collaboration as a driver for massive-scale mental health research|
Drachen A. Debate: Games-based collaboration as a driver for massive-scale mental health research,Child and Adolescent Mental Health 28 1
|Keywords||Adolescent; Child; Humans; Industry; Mental Health; Parents; Video Games; child; controlled study; female; gender; human; human experiment; male; mental health; mental health research; note; telemetry; wellbeing; adolescent; child parent relation; industry; psychology; video game
|Link to article|| https://www.scopus.com/inward/record.uri?eid=2-s2.0-85144141360&doi=10.1111%2fcamh.12617&partnerID=40&md5=280363645599ddc77799c07b16f8acba
|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. © 2022 The Authors. Child and Adolescent Mental Health published by John Wiley & Sons Ltd on behalf of Association for Child and Adolescent Mental Health.