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Dr Andrew Campbell

Sydney University Links:
CyberPsychology Research Group
Drawing on his groundbreaking work in online counselling, gaming, VR therapies, and AI, Andrew shares his journey into cyberpsychology and the pressing issues shaping the field today.
Early Pioneering in Cyberpsychology
- Unorthodox Beginnings
Andrew’s fascination with online behaviour began in the late 1990s, before “cyberpsychology” was even recognised. His professors warned that studying psychology on the internet would be career suicide, but Andrew persevered, eventually attracting international experts to support his PhD research. - Academic Recognition in Australia
Despite early scepticism, Andrew was able to launch the first Cyberpsychology Research Group in Australia at the University of Sydney in 2017. It has since expanded rapidly, reflecting a growing acceptance of cyberpsychology’s importance.
Mental Health Services Moving Online
- Early Online Community Support
Andrew identified a gap in mental health services: people were already going online for support but lacked professional, structured help. These insights fuelled his research into online counselling and mental health platforms. - My Circles Platform for Young People
In collaboration with Kids Helpline, Andrew’s team developed My Circles, a tailored social media platform providing safe, counsellor-moderated communities for adolescents and young adults. They offer groups focusing on depression, anxiety, substance misuse, LGBTQ+ issues, and more—creating a vital space for kids in remote regions or those lacking local mental health resources.
Screen Time vs. Meaningful Engagement
- Moving Beyond ‘Hours Online’
Andrew argues that the concept of “screen time” is too simplistic—time spent online can be highly beneficial if it fosters creativity, learning, community, or mental well-being. Instead of dwelling on a fixed limit of two hours a day, families should focus on what kids are doing, why, and how it makes them feel. - Four Pillars of Digital Activity
Andrew worked with HP on a tool called ‘Reflect’, which tracks online use in four categories:- Productivity (work, school, organisation)
- Creativity/Leisure (gaming, content creation, music)
- Health & Well-Being (exercise apps, lifestyle research)
- Social Connection (family chats, genuine community)
By visualising online activity, individuals can see whether they’re achieving balance or slipping into excessive use.
Gaming, VR, and ‘Moral Panic’
- Debunking ‘Gaming Disorder’ Myths
While excessive gaming can contribute to mental health problems like depression or social withdrawal, Andrew cautions that gaming alone seldom causes these issues. Often, underlying personal or environmental stressors lead to unhealthy gaming patterns. - Virtual Reality Interventions
Andrew’s team explores VR in mental health contexts, including PTSD and anxiety treatments for veterans and calming interventions in emergency rooms. There’s also potential for VR to support older adults in aged-care settings, helping with social connectivity and cognitive stimulation.
Fostering Healthy Digital Citizenship
- Signs of Problematic Use
Social disengagement, sleep disruption, and aggression are key indicators that a child’s gaming habits might be becoming harmful. Andrew emphasises early intervention, empathetic communication, and professional help where necessary. - Parent–Child Dialogue
Rather than banning devices outright, parents should show genuine interest in the games their children enjoy, understand the motivations behind gaming, and work together on finding a healthy balance.
The Future of Cyberpsychology
- Broad Industry Applications
The next wave of cyberpsychology is poised to affect every sector—from corporate environments and engineering firms to health care and education—wherever humans interact with digital systems. - AI, Deepfakes, and Misinformation
Andrew highlights the dangers of AI-driven deception and the urgent need for critical-thinking skills in navigating misinformation. Cyberpsychologists will play an increasingly important role in helping organisations design ethical systems and educate the public.
Key Takeaways
- Cyberpsychology Has Real-World Impact: Once dismissed, the field now addresses crucial societal challenges, from rural healthcare to youth mental health.
- ‘Screen Time’ Is Outdated: Focus on meaningful engagement, not just hours spent online.
- Gaming Isn’t the Enemy: Underlying social, emotional, or mental issues usually fuel ‘excessive use’.
- Parents Should Engage, Not Just Restrict: Effective strategies involve understanding what children gain from gaming or social media.
- Ethics and Critical Thinking Matter: With AI and deepfakes on the rise, learning to identify misinformation is vital for safeguarding ourselves and our communities.
Final Thoughts
Andrew Campbell’s passion for cyberpsychology shines through in his drive to blend academic rigour with practical, real-world solutions. From providing remote mental health support to investigating AI ethics and scam prevention, his work underscores the value of keeping people at the centre of all digital innovation.
Dr Andrew Campbell's Research and Publications
Source (and more details available): Dr Campbell’s Profile at the University of Sydney.
Books
- Using technologies safely and effectively to promote young people’s wellbeing: A better practice guide for services.
- Psychology and Life
- PHE1IDH Individual Determinants of Health.
- Psychology and Life: Australian Edition.
Book Chapters
- Communicating Electronically with Adolescents. [More Information]
- Online Social Networking and the Experience of Cyber-Bullying. [More Information]
- The effect of e-health contents on health science students’ attitude toward the efficiency of health ICT in care provision. [More Information]
- Game-based learning: Current research in games for health, a focus on biofeedback video games as treatement for AD/HD. [More Information]
- Healthy Connections: Online Social Networks and Their Potential for Peer Support.
- Online Social Networking Amongst Teens: Friend or Foe? [More Information]
Journals
- Exploring Discussions About Virtual Reality on Twitter to Inform Brain Injury Rehabilitation: [More Information]
- Health Professionals’ Use of Online Communities for Interprofessional Peer Education. [More Information]
- The Reel Health Care Professionals of Instagram. [More Information]
- Increasing Access to Mental Health Services: Videogame Players’ Perspectives. [More Information]
- Mental Health Help-Seeking Behavior of Male Video Game Players [More Information]
- Speech-Language Pathologists’ Views of Using Virtual Reality for Managing Cognitive-Communication Disorders Following Traumatic Brain Injury. [More Information]
- Exploring the use of virtual reality to manage distress in adolescent patients in emergency departments. [More Information]
- Online Group Counseling for Young People Through a Customized Social Networking Platform: Phase 2 of Kids Helpline Circles. [More Information]
- A comparison design study of feedback modalities to support deep breathing whilst performing work tasks. [More Information]
- A National Survey of Children’s Experiences of Parental Separation and Support Needs in Australia. [More Information]
- Effectiveness of virtual reality interventions for adolescent patients in hospital settings. [More Information]
- Psychoeducational social anxiety mobile apps. [More Information]
- BRecommendations for the Design and Implementation of Virtual Reality for Acquired Brain Injury Rehabilitation. [More Information]
- The Use of Virtual Reality for Managing Psychological Distress in Adolescents. [More Information]
- A scoping review identifying the need for quality research on the use of virtual reality in workplace settings for stress management. [More Information]
- Social Media Use by Young People Living in Conflict-Affected Regions of Myanmar. [More Information]
- A Customized Social Network Platform (Kids Helpline Circles) for Delivering Group Counseling to Young People Experiencing Family Discord That Impacts Their Well-Being [More Information]
- Augmented Experiences: Investigating the Feasibility of Virtual Reality as Part of a Workplace Wellbeing Intervention. [More Information]
- Internet-Delivered Acceptance and Commitment Therapy for Anxiety Treatment: [More Information]
- Social Connection and Online Engagement: Insights From Interviews With Users of a Mental Health Online Forum. [More Information]
- A Preliminary Understanding of Search Words used by Children, Teenagers and Young Adults in Seeking information about Depression and Anxiety Online. [More Information]
- RDigital Health in Melanoma Posttreatment Care in Rural and Remote Australia. [More Information]
- Representation of Women in Video Games. [More Information]
- The Use of Social Networking Sites in Mental Health Interventions for Young People. [More Information]
- Development and evaluation of an online acceptance and commitment therapy program for anxiety: Phase I iterative design. [More Information]
- Virtual World Interview Skills Training for Students Studying Health Professions. [More Information]
- Facebook as a Recruitment Tool for Adolescent Health Research. [More Information]
- Using Facebook to deliver a social norm intervention to reduce problem drinking at university. [More Information]
- ‘Off your Face(book)’: Alcohol in online social identity construction and its relation to problem drinking in university students. [More Information]
- Comparing online and offline self-disclosure. [More Information]
- “I did not realize so many options are available”: Cognitive authority, emerging adults, and e-mental health. [More Information]
- Comparative randomised trial of an online cognitive-behavioural therapy program and an online support group for depression and anxiety.
- Understanding e-mental health resources: Personality, awareness, utilization, and effectiveness of e-mental health resources amongst youth. [More Information]
- The Use of Computerized Self-Help Packages to Treat Adolescent Depression and Anxiety. [More Information]
- Ageing, social capital and the Internet: Findings from an exploratory study of Australian ‘silver surfers’. [More Information]
- Biofeedback video games to teach ADHD children relaxation skills to help manage symptoms.
- Can children with AD/HD learn relaxation and breathing techniques through biofeedback video games?
- Internet use and loneliness in older adults. [More Information]
- Perceptions and behaviour of access of the Internet: A study of women attending a breast screening service in Sydney, Australia. [More Information]
- Internet Use by the Socially Fearful: Addiction or Therapy? [More Information]
- Stress and Psychological Well-Being among Allied Health Professionals. [More Information]
Conferences
- Understanding the First Person Experience of Walking Mindfulness Meditation Facilitated by EEG Modulated Interactive Soundscape. [More Information]
- An Interactive Soundscape to Assist Group Walking Mindfulness Meditation. [More Information]
- Mediscape: Preliminary Design Guidelines for Interactive Rhythmic Soundscapes for Entraining Novice Mindfulness Meditators. [More Information]
- Sounds in the Moment: Designing an Interactive EEG Nature Soundscape for Novice Mindfulness Meditators. [More Information]
- Online communication in different contexts: Social and eHealth Disclosures.
- Virtual world interview skills training for Health Professionals.
Report
- Evaluation of SANE Australia Thriving Communities project: The University of Sydney.
Research Reports
- Mobile Myanmar: The Impact of Social Media on Youth Living in Conflict-Affected Regions of Myanmar.
- A National Online Survey about Children’s Experiences of Parental Separation.