Four grand challenges for video game effects scholars: How digital trace data can improve the way we study games

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Abstract

The study of video game effects is currently facing four grand challenges. The first is a challenge of causality: research should strive to contribute to our understanding of generalised causal mechanisms rather than isolated effects, but our research methodologies are often misaligned with this goal. The second is a challenge of measurement: use of flawed self-report metrics is common, and phenomena which self-report cannot measure are suppressed. The third is a challenge of interest: personal and professional interests are frequently at odds with normative goals of scientific enquiry. Finally, we face a challenge of speed: horizon-scanning is limited, and available methodologies are slow to address societal challenges. One solution to problems is the use of digital trace data. We describe five distinct methods for the collection of such data, ranging from the development of bespoke data infrastructure to the brokerage of data sharing agreements with industry bodies. Using our challenges as a lens, we provide vision statements highlighting how these methods may exacerbate or resolve each challenge. Finally, we propose next steps to make digital trace data collection strategies more widespread and accessible.

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europepmc
last seen: 2026-05-19T01:45:01.086888+00:00
unpaywall
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License: CC-BY-4.0