Welcome to the Community Care Gaming Research Hub

Community Care Gaming will collaborate with academic organisations and specialist research partners to extend the current literature on gaming, gambling, esports, and the metaverse and their impact on humanity. 

Our Published Research

How technology might provide an alternative, drug-free prescription for depression for people aged 50 and above

Depression is characterised by a “loss of pleasure or interest in activities for long periods”, leading to problems such as a depressed mood, decreased appetite, fatigue and a feeling of worthlessness. People of all ages suffer from depression all over the world. However, its causes may differ between people of different ages because they are experiencing different things in life.

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How technology might reduce risk factors of dementia and similar neurological afflictions in people aged 50 and over

Despite common misconception, dementia is not a disease, but rather a group of symptoms. These begin as symptoms of mild cognitive impairment, which is a general term for a group of problems that make carrying out daily tasks difficult and are a common occurrence in a variety of illnesses.

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How technology can reduce loneliness in people aged 50 and above

The American Psychological Association defines loneliness as an “affective and cognitive discomfort or uneasiness from being or perceiving oneself to be alone or otherwise solitary.” Moreover, while not officially classified as a medical condition, the effects of loneliness then lead to more serious neurological disorders. A disorder that is exacerbated is MDD or major depressive disorder.

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A case for community action: esports, older players, mental health and social isolation

The topic of mental health in esports is an increasingly crucial aspect of both the professional community and of those who enjoy esports games casually. In a digital age where we connect increasingly online, those that are less digitally literate struggle more and more with an inevitable challenge of loneliness that is not part of the regular dialogue on mental health.

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Influencer-led gambling in gaming on streaming channels of Twitch, YouTube and Kick

In recent years, there has been a rapidity of gaming and gambling combinations most commonly noticed in Twitch, YouTube and Kick streaming platforms. Influencers, with their considerable and active follower base, play a crucial role in transforming the landscape of gambling-related content in the gaming community.

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Initial literature review into unregulated and unlicenced gambling on the dark web

This literature review introduces the unregulated and unlicensed ecosystem of gambling on the Dark Web. It is the first of two reports that will be published over the next few months. Conducted over a two-week period, this desktop literature review aims to (i) shed light on the challenges of researching the Dark Web and (ii) provide an overview of gambling within the Dark Web, based on existing literature.

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How technology might help stroke survivors aged 50 and above recover

A stroke is a serious medical emergency caused by either a blockage of blood flow to the brain or sudden brain bleeding. Immediate symptoms include muscle weakness, vision loss, headaches, dizziness, and trouble speaking or understanding speech. Stroke can cause lasting brain damage and disability, with 1.3 million survivors in the UK. Risk factors include being over 50, having sickle cell disease, leading an unhealthy lifestyle, and having migraines.

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Virtual Reality and supporting older adults well-being

Virtual reality (VR) is a digital technology that creates immersive, interactive 3D environments through devices like headsets and motion sensors. It can be classified into non-immersive, semi-immersive, and fully immersive experiences, with the latter offering the highest level of interaction by blocking out the real world. VR health technology can be used in rehabilitation, where it is able to simulate real-world tasks in a controlled, engaging setting.

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