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Fundamental Flaws in the Design and Reporting of Chew and Neo (2024)
Loot boxes are products inside video games that consumers can buy to obtain random rewards. They are prevalently implemented in …
Leon Y. Xiao
,
Nick Ballou
,
Charlotte Eben
Publisher Version (Open Access)
How Do Video Games Affect Mental Health? A Narrative Review of 13 Proposed Mechanisms
Researchers have proposed a variety of mechanisms through which playing video games might affect mental health: by displacing more …
Nick Ballou
,
Thomas Hakman
,
Matti Vuorre
,
Kristoffer Magnusson
,
Andrew K Przybylski
Open Access
Preprint
Reliving 10 Years Old: Descriptive Insights into Retro Gaming
As video games and players age, some are drawn to retro titles (defined here as games the 1980s–early 2000s), with nostalgia and the …
Nick Ballou
,
Nicholas David Bowman
,
Thomas Hakman
,
Andrew K Przybylski
Preprint
Data
From Social Media to Artificial Intelligence: Improving Research on Digital Harms in Youth
In this Personal View, we critically evaluate the limitations and underlying challenges of existing research into the negative mental …
Karen L Mansfield
,
Sakshi Ghai
,
Thomas Hakman
,
Nick Ballou
,
Matti Vuorre
,
Andrew K Przybylski
Publisher Version
Perceived Value of Video Games, but Not Hours Played, Predicts Mental Well-Being in Casual Adult Nintendo Players
Studies on video games and well-being often rely on self-report measures or data from a single game. Here, we study how 703 US …
Nick Ballou
,
Matti Vuorre
,
Thomas Hakman
,
Andrew K Przybylski
Open Access
Data
The Basic Needs in Games Model of Video Game Play and Mental Health
How do video games affect mental health? A significant research literature has emerged to address this question, yet reviews routinely …
Nick Ballou
,
Sebastian Deterding
Open Access
Preprint
Affective Uplift During Video Game Play: A Naturalistic Case Study
Do video games affect players’ well-being? In this case study, we examined 162,325 intensive longitudinal in-game mood reports from …
Matti Vuorre
,
Nick Ballou
,
Thomas Hakman
,
Kristoffer Magnusson
,
Andrew K Przybylski
Open Access
Data
The Basic Needs in Games Scale (BANGS): A New Tool for Investigating Positive and Negative Video Game Experiences
Players’ basic psychological needs for autonomy, competence, and relatedness are among the most commonly used constructs used in …
Nick Ballou
,
Alena Denisova
,
Richard Ryan
,
C Scott Rigby
,
Sebastian Deterding
Open Access
Data
Registered Report Evidence Suggests No Relationship Between Objectively-Tracked Video Game Playtime and Wellbeing Over 3 Months
Recent years have seen intense research, media and policy debate on whether amount of time spent playing video games (“playtime”) …
Nick Ballou
,
Craig Sewall
,
Jack Ratcliffe
,
David Zendle
,
Laurissa Tokarchuk
,
Sebastian Deterding
Open Access
Data/Prereg
The Relationship Between Lockdowns and Video Game Playtime: Multilevel Time-Series Analysis Using Massive-Scale Data Telemetry
Objectives
: The primary objective of this study is to determine whether any specific lockdown policy led to meaningful increases in the …
David Zendle
,
Catherine Flick
,
Darel Halgarth
,
Nick Ballou
,
Joe Cutting
,
Anders Drachen
Open Access
Data
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