Emma van der Schyff Part 2 Podcast Poster

Emma van der Schyff | Ep 22

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Video Games and Social Capital

In this episode we explore the Emma’s research on community dynamics in digital spaces, specifically how online gaming fosters social capital – how we builds and maintains connections, supports mental health, and bridges cultures.

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Emma van der Schyff

Emma is:

  • PhD Candidate in CyberPsychology at the University of Sydney
  • And also teaches two undergrad subjects: Human Development and Innovations in eHealth.

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CyberPsychology Research Group

Building on her previous podcast discussing social connectedness, Emma delves into the intriguing intersection of video games and social capital. 

Understanding Social Capital Through Gaming

Emma explains social capital as the value derived from our social connections, which manifests in two forms:

  • Bonding social capital: Deep ties with close friends and family.
  • Bridging social capital: Looser connections with acquaintances or diverse groups.

Video games, particularly online multiplayer games, serve as unique platforms to foster both types. Through teamwork, collaboration, and shared goals, players forge meaningful connections, often transcending geographical and cultural boundaries.

Gaming as a Social Bridge

Emma draws parallels between online gaming and offline activities like sports leagues or university meetups, highlighting how both create opportunities for bridging social capital. In gaming, relationships can evolve from casual interactions into deep, supportive friendships, mirroring real-world social dynamics.

Mental Health and Anonymity in Gaming

We explored the ways gaming provides a safe space for discussing mental health, with some players finding it easier to open up to online friends. The online disinhibition effect – enabled by anonymity – allows for genuine conversations and psychological safety, empowering individuals to seek support.

The Positive and Negative Aspects of Gaming Communities

Emma shared the multifaceted experiences of gamers, from the camaraderie and mentoring relationships fostered in online spaces to the challenges posed by:

  • Gender-based discrimination in traditionally male-dominated environments.
  • Toxic behaviour and verbal abuse.
  • Racism and other harmful behaviours, exacerbated by anonymity.

Emma highlighted initiatives like Safe in Our World, a charity working to address these issues and promote safer gaming environments.

Escapism and Gaming’s Role in Mental Rejuvenation

Gaming provides an active form of escapism, offering players immersive experiences to recharge and disconnect from daily stresses. Emma noted the parallels with other hobbies like reading or listening to audiobooks, emphasizing the legitimacy of gaming as a restorative outlet.

Looking Ahead: The Future of Social Capital in Gaming

Emma’s reflections on emerging technologies, including virtual reality (VR) and augmented reality (AR), paint an exciting future where gaming may further blur the lines between online and offline interactions. These advancements could redefine how social capital is built and maintained in digital spaces.

Recommended Reading

For those keen to explore these themes further, Emma recommends:

  • Bowling Alone: The Collapse and Revival of American Community by Robert Putnam, an influential analysis of social capital and community dynamics.
  • Issues and Debates in Cyberpsychology by Professor Linda Kay, a foundational text for understanding the field.

This episode offers a compelling perspective on the transformative role of gaming in building connections, fostering well-being, and navigating the complexities of modern social life.

If you need help with the negative aspects of gaming, get in touch with including ‘Safe in our World’ at https://safeinourworld.org

Emma van der Schyff's Research
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Emma van der Schyff Part 1 Podcast Poster

Emma van der Schyff | Ep 19

Watch or listen:
Social Connectedness through Video Games

In this episode, Emma talks about her research that showcases how online gaming communities foster friendships, enhance social bonds, and contribute to our understanding of digital interactions, thereby increasing feelings of social connectedness amongst players.

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Emma van der Schyff

Emma is a:

  • PhD Candidate in CyberPsychology at the University of Sydney
  • And also teaches two undergrad subjects: Human Development and Innovations in eHealth.

Connect on Social Media :

CyberPsychology Research Group (Sydney University)

In this episode exploring Social Connectedness Through video games, we talk through: 

 Emma’s research explores how online gaming communities foster friendships, enhance social bonds, and contribute to our understanding of digital interactions.

Emma’s Journey to Cyberpsychology:

From a background in psychology and a passion for mental health, Emma shares how her academic mentors and exposure to innovative research at the University of Sydney inspired her to pursue a PhD focusing on online communities.

The Social Side of Video Games: 

Emma’s research investigates how communication tools within games (e.g., voice chats, messaging) influence the development and maintenance of relationships. She highlights the evolving nature of video games as platforms for meaningful social interaction.

The Bigger Picture: 

With an estimated 3 billion players worldwide, Emma discusses the importance of understanding video games not just as a leisure activity but as a significant medium impacting mental health and community building.

Debunking Misconceptions: 

Emma addresses common stereotypes, including how X-Gen parents often view gaming through the lens of their own experiences. She emphasises the importance of understanding the diversity of gaming platforms and player motivations, rather than simplifying it as “screen time.”

Gaming Addiction vs. High Engagement: 

The conversation touches on the nuanced debate around gaming disorder and the potential for mislabelling normative behaviour as addiction. Emma urges researchers, media, and policymakers to approach the subject with balance and evidence-based perspectives.

Challenges for Female Gamers: 

Emma acknowledges the prevalence of discrimination in gaming spaces and provides actionable advice for female gamers, from setting boundaries to finding supportive communities. She also encourages allies to stand up against toxic behaviour in gaming environments.

Practical Tips for Gamers:

For those struggling to balance gaming with offline responsibilities, Emma shares strategies for recognising unhealthy habits, fostering positive gaming communities, and seeking support.

Visit Safe in our World if you or someone you know may be struggling with excessive gaming.

Broader Implications: 

The conversation explores societal trends, such as South Korea’s now-repealed Cinderella Law, and raises questions about governmental versus parental roles in regulating young people’s digital engagement.

Recommended Resources:

Emma suggests Issues and Debates in Cyber Psychology by Professor Linda Kay as an essential read for anyone interested in the field. The book provides a comprehensive yet accessible overview of the discipline and offers valuable insights into current research trends.

Emma van der Schyff's Research
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Dr Rachel Kowert Poster

Dr Rachel Kowert | Ep 17

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The Science of Video Games

In this episode Dr Rachel Kowart reveals how digital games shape mental well-being, trust, and safety. She talks about her research on how gaming fosters connection and creativity and about her multimedia platform PsychGeist.

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Dr Rachel Kowert
  • Rachel is a Science, Games and Technology Policy & Product Advisor and a Researcher – she focuses on mental health, and trust & safety in digital games and game adjacent spaces.
  • She is the founder of Psychgeist – a multimedia content production studio for the intersection of science and games – which includes a YouTube channel and a book series published by Play Story Press.
  • And she is doing her best to make the (digital) world a better place.

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In today’s episode of Confessions of a CyberPsychologist, I chat to Dr Rachel Kowert a Science, Games and Technology Policy & Product Advisor and a Researcher. Through her work, Rachel aims to create a safer and more inclusive digital world.

We talk about The Science of Digital Games including: 

From Therapy to Cyberpsychology

Rachel shares her unexpected journey into the field of cyberpsychology. While pursuing a career in therapy, she noticed a growing number of concerns about online gaming among parents and players. This inspired her to pivot, earning a PhD from the University of York, where she delved into the uses and effects of online games.

The Positive Impacts of Gaming

Contrary to popular fears, Rachel highlights that gaming often fosters a sense of community, reduces loneliness, provides stress relief, and boosts creativity. While concerns like excessive screen time or content appropriateness persist, she notes that games often fulfil unmet needs, such as socialisation or achievement, rather than being inherently problematic.

Trust, Safety, and Extremism

Rachel also discussed her recent work examining the exploitation of gaming spaces by extremists. While significant progress is being made to address trust and safety gaps, this area underscores the need for ongoing collaboration between researchers and the gaming industry.

PsychGeist: Bridging Science and Pop Culture

Rachel’s COVID-born initiative, PsychGeist, includes a YouTube channel with over 200 videos on gaming science and a book series published by PlayStoryPress. These resources aim to make academic insights accessible to general audiences while celebrating beloved pop culture icons like The Witcher and Stranger Things.

Career Insights for Aspiring Cyberpsychologists

For those looking to enter this field, Rachel emphasises the importance of networking and multidisciplinary approaches. While a background in psychology is beneficial, fields like sociology, communication studies, and UX design are equally relevant.

Standout Moments

  • The Role of Games During COVID: Rachel shared a poignant example of how online games like Minecraftoffered connection and creativity during lockdowns.
  • The Metaverse Debate: She provided a reality check on the once-hyped concept of the metaverse, noting that while it remains present in platforms like Fortnite, its initial promise of revolutionising digital workspaces has largely fizzled.
  • Encouraging Academic Accessibility: Through her book series, Rachel champions relatable and engaging academic content, making psychological concepts approachable for both fans and students.

Rachel recommends The Psychology of Video Games by Celia Hodent for readers eager to explore the psychological, ethical, and design aspects of gaming.

Dr Rachel Kowert's Research and Publications

Source (information taken directly from): https://rkowert.com 

Extremism and Radicalization in Digital Games

Games are venues where extremist radicalization and recruitment occurs. My work in this area is focused specifically on the cultural elements of gaming spaces that may be leveraged as digital assets of influence.   

Mental Health and Digital Games

The impact of digital games on mental health has been found to be both positive and negative. Learn more about my work in this area which has specifically focused on the impact of mediated communication and social communities in digital gaming spaces.

Hate, Harassment, and Dark Participation

Toxic gamer culture is a term that has been associated with digital gaming spaces for a significant amount of time. Learn more about my work in the field of hate, harassment, and dark participation, within online gaming spaces.

General Uses and Effects of Digital Games

Not all research can fit neatly into a box. Learn more about my other work in the gaming spaces, including  my work on parental advocacy, games and learning, and dark patterns.

The Metaverse

There remains more questions than answers when it comes to future technologies, particularly within discussions about the so-called “metaverse”. My work in this space has largely been advocacy work around mental health and trust and safety in these spaces of the future.

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Chelsea Gault Poster

Chelsea Gault | Ep 9

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The Psychology of Online Gaming and Personality Type.

In this episode, we explore the psychology of Personality, Archetypes and Self-Perception in online video game playing.  

We chat about her research into Player Archetypes (the different roles players take on while gaming), how players may become disinhibited while they game, and how choosing a specific avatar can change a gamer’s perception of themselves. 

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Chelsea Gault

Chelsea is a full time Cyberpsychology PhD student at the University of Buckingham.

She works at Virtual Reality Experiences as a researcher, supporting the evaluation and development of a range of VR assessment and training modules. She also tests the use of VR for team building and group assessment – supported by empirical evaluation and research.

Is is also as a part-time hourly paid lecturer at the University of Huddersfield – lecturing in a variety of Psychology related subjects, – both at Undergraduate and Postgraduate level.

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Chelsea shares her cyberpsychology journey that underpins her passion for gaming and competitive e-sports. We cover:

Chelsea’s Background and Passion for Gaming:

  • Chelsea’s early love for gaming inspired her academic pursuits, blending her passion with research in psychology.
  • She detailed her transition from counselling to cyberpsychology, spurred by her curiosity about how gaming affects reaction times and behaviour.

Esports and Gender Inclusivity:

  • Chelsea explains the world of esports—competitive electronic gaming—and its growing prominence globally.
  • As a top-ranked player and the first female president of her university’s esports society, she highlighted the challenges of gender stereotypes in gaming and her role in breaking barriers.

Academic Insights into Gaming Behaviour:

  • From her undergraduate dissertation to her Master’s research, Chelsea explored how gaming genres and player archetypes influence behaviour. Her findings exposed limitations in categorising gamers solely by genres or archetypes.
  • Her PhD seeks to develop a trait-based approach to understanding gamer behaviour, moving beyond traditional categorisations.

The Proteus Effect and Online Disinhibition:

  • Chelsea described how in-game avatars influence behaviour (the Proteus Effect) and the impact of online anonymity on self-expression.
  • She noted that while gaming allows individuals to explore aspects of their identity, the real-world effects are typically short-term.

Gaming Myths Debunked:

  • Addressing misconceptions, Chelsea refuted the stereotype that gaming leads to aggression or social withdrawal. Research shows gamers often excel academically and develop robust social connections through gaming.
  • She stressed the importance of recognising gaming as a social and rewarding activity when balanced with offline responsibilities.

Parenting in a Digital Era:

  • Chelsea provided practical advice for parents, emphasising communication, understanding the games their children play, and fostering a balanced relationship with technology.
  • She highlighted the need for parents to help children build offline connections and monitor for signs of excessive gaming.

Cybersecurity and Online Safety:

  • Tips included using two-factor authentication, separating personal and gaming emails, and educating children about the risks of sharing personal information online.

Future of Cyberpsychology:

  • Chelsea’s work aims to reshape how we understand gaming and its psychological impacts. Her research challenges the sensationalist narratives often propagated by the media, advocating for a nuanced, evidence-based perspective.

This episode offers a thought-provoking dive into the intersection of gaming and psychology, shedding light on the benefits of gaming and the importance of informed, empathetic discussions around the topic. 

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Adult Online Gaming

Online Gaming – can we manage Pandora’s box?

What is Gaming Addiction Disorder?

There is an ongoing debate about the term ‘Gaming Addiction’ and whether or not online activities can be called an ‘Addiction’.

The WHO recognise it as a disorder and define it as: “a pattern of gaming behaviour (‘digital-gaming’ or ‘video-gaming’) characterized by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences.” This addiction doesn’t cover other online problematic behaviour. 

The DSM categorise it as a behavioural addiction ‘disorder’ – with at least 5 of the following behaviours/symptoms being displayed within a 12-month period:

  • Preoccupation with gaming
  • Withdrawal symptoms when gaming is taken away or not possible (sadness, anxiety, irritability)
  • Tolerance, the need to spend more time gaming to satisfy the urge
  • Inability to reduce playing, unsuccessful attempts to quit gaming
  • Giving up other activities, loss of interest in previously enjoyed activities due to gaming
  • Continuing to game despite problems
  • Deceiving family members or others about the amount of time spent on gaming
  • The use of gaming to relieve negative moods, such as guilt or hopelessness
  • Risk, having jeopardized or lost a job or relationship due to gaming.

Some studies show that gaming is ok and positively influences those who play it. 

Games are social, help manage difficult situations, provide an escape, and improve specific social, strategic, spatial, and problem-solving skills. 

Some research studies showcase that there is limited negative impact around gaming and no link to other addictions.

But, when you consider that research studies are a ‘dipstick’ into people’s lives, take an average of a small sample of a population, and may not consider the social and behavioural consequences of the actions of the individual and those around them, how can we use these research outcomes as a guide to suggest to a parent that their child isn’t addicted, or to an HR department that their adult worker isn’t addicted to online gaming? The argument here is that because the behaviour does not fit the definition of an addiction, it therefore isn’t an addiction.

What are the characteristics of those who have been referred to the gaming clinic?t

In analysing the dynamics of the  clients who attend the National Centre for Gaming Disorders Clinic at the Central and North West London NHS Foundation Trust, the team found that:

  • 61% are 13-18 years old
  • 24% are 19 – 25 years old
  • 8% are 26 – 35 years old
  • 7% are 35+ years old 
  • 89% are male

Watch the news piece around the clinic and the services they provide.

Those who struggle with online addictions are a minority of those who spend time on their phones and those who play online games. For those who do spend a problematic amount of time in online gaming: 

  • 1 in 5 have ADHD or other neuro-diverse characteristics
  • 1 in 8 have anxiety, OCD or another type of addiction
  • 77%  find that gaming disrupts schoolwork
  • 88% say gaming disrupts their sleep
  • 46% of clients become aggressive when they are forced to stop gaming 
  • 22% become violent when they are forced to stop gaming.

In this interview, Professor Henrietta Bowden Jones (who set up the NCGD clinic in 2019) talks about the work the team do at the clinic. She expresses their surprise at the interest they are already receiving – even while they are still relatively unknown.

In a 2013 TED Talk, Cam Adair describes his video addiction and gives some advice for parents.

He suggests that the reasons people play online games are: 

  1. Games are a temporary escape from reality
  2. Playing online multiplayer games are social
  3. Games provide a challenge that can be overcome and
  4. They provide constant measurable growth.
What can you do about gaming addiction for either yourself, your child or someone you love?

Cam suggests that it starts with parent’s boundaries and behaviour.

  • Children need interaction, not distraction with entertainment. I agree with this, children learn through observing social interactions and grown-up behaviour, not watching games to ‘teach them’ social interactions and grown-up behaviour. 
  • Games are played for specific reasons. Take the time to find out what the motivations are and find other ways to fill those needs
  • Don’t punish children for their gaming – come from a place of compassion and encouragement, not judgment. 

Additionally, the team at the NHS clinic suggests:

  • Using a weaning-off approach that involves agreement and cooperation from the addict – developing a co-constructed and collaborative solution approach
  • Box-breathing for calming down the emotions and urgest to game
  • Riding the wave
  • Setting up gaming boundaries – i.e. how much time is spent gaming.
We need similar regulations to what we see in gambling addiction?

Gaming companies use gambling-type behavioural strategies to encourage longer play times and earn their money. 

If we don’t allow children to engage in gambling activities – should we be allowing children to be exposed to the same techniques used in gambling?  

What do you think? 

What about the workplace?

Gaming addictions are not just a teen or young person’s behavioural issue. Although it does seem to be more prevalent amongst the young – mostly because they garner the greatest level of media attention and parental concern – some adults struggle just as much with gaming (and other online) addictions – to the extent that the behaviour regularly jeopardises their day-to-day job performance.

Although adult-based gaming tends to fall under the radar in an addiction context (such as gambling or substance addictions). Problematic gaming can become a substantial issue, especially when it comes to on-job performance, and being both present and productive during the working day.

I recently attended a webinar on gaming where one young professional, in an already time-demanding career, was spending around 30 hours a week gaming. Although this may have a limited impact on this person’s working life at a younger age, what are the longer-term consequences, especially as they age and have lower energy levels and longer general energy recovery times?

As managers and HR professionals, what would you do if someone at work is struggling with online or gaming addictions that is directly affecting their work?

  • Would this be handled in the same way as any other form of addiction or behavioural issue (e.g. gambling) that is affecting their ability to do their work?
  • Would you encourage them to get therapy?
  • Do you deal with the behavioural outcomes or do you look for the underlying causes of their online addictions?
  • Is it a dismissable or disciplinary offence?

In the same way that young people turn to gaming as a way to escape from the world, cope with issues outside of their control, or seek ways to socialise and belong, adults can use gaming to cope with their work-based and life-based stressors and as a way to escape and socialise. Sometimes the behaviours have a limited impact on their work and sometimes the impact is huge.

We all have our own form of coping and self-soothing to deal with work-based stress and anxiety.

  • Is online and gaming addiction the employer’s or employee’s issue?

  • Should we be including ‘gaming and online addictions’ as part of our ongoing conversations around general and Digital Mental Health and Wellness at work?

  • Should we help those struggling with online and gaming addictions with support programmes?

  • Do you include signs of gaming and online addictions as part of your workplace mental health first-aider training?