World of Video Games
Mentors: Sergey Samsonau, PhD & Olga Vine
What Students Do
Explore video games through the lens of science - as someone who actually plays. Investigate how games affect players: the benefits, the risks, the blurry lines in between. Survey players. Analyze design patterns. Review literature. Collect data that doesn't exist. No recycled questions. No outsider perspective. Real research from real players.
Bring insider knowledge to a field that desperately needs it.
Why This Lab Exists
The scale: 3.3 billion gamers worldwide - 40% of humanity. $280 billion annual industry.
The research: very small amount of academic papers per year. A field that only formally began in 2001. No dedicated PhD programs exist anywhere. Fewer than 100 research labs globally - most focused on game development, not effects.
And near zero written by people currently living the experience. By the time researchers are qualified to publish, they're a decade past their peak gaming years - studying memories, not reality.
Gaming touches nearly half of humanity but has research infrastructure built for a niche hobby. The studies that do exist focus heavily on violence and addiction - useful, but missing most of what matters. Few ask: Which games help which people? What separates ethical design from manipulation? Why do some games leave players better off and others leave them drained?
Teens play far more than any other age group - far more than the professors and PhDs who publish gaming research. You're at peak gaming experience AND capable of doing real research. That window doesn't stay open long.
What You'll Actually Do
Study games like a scientist - but as someone who actually plays. Ask the questions that very small amount of papers per year can't cover for 3.3 billion people.
Survey players. Analyze design patterns. Collect data that doesn't exist yet. Publish findings that add to a field desperately short on researchers.
Research Directions
Questions worth exploring:
- What separates games that leave players energized from ones that leave them drained?
- Which mechanics create genuine engagement vs. dependency?
- Do certain games actually help with focus, stress, or social skills - and for whom?
- What makes free-to-play models feel fair vs. predatory?
- How do different age groups experience the same game differently?
- What do players wish researchers understood about gaming?
You pick what interests you. Your work adds to a field that needs more researchers.
What You'll Practice
- Studying the blurry lines between techniques that create engagement vs. addiction, interest vs. dependency
- Designing surveys that get honest answers
- Analyzing data and spotting patterns
- Reading academic literature critically
- Writing up findings clearly
- Presenting and defending your work
- Thinking about ethics in research design
Mentors
Sergey Samsonau, PhD - Research methodology, data analysis, study design. LinkedIn
Olga Vine - Decades across all major platforms and genres. Early PC through MMORPGs, console, and mobile. Knows what actually happens when people play. LinkedIn
Structure
Weekly Zoom sessions. 4-6 members. Individual or team projects.
No prior research experience needed.
Prerequisites
- Active SoTS Membership
- Curious about games as systems, not just entertainment
- Ready to do actual work between sessions
3.3 billion players. Very small amount of academic papers a year. Help close that gap.
Questions? Contact games.lab@teenscientists.org