Who is this webinar for?
Clinicians and researchers who work with young people in mental health services, primary care settings and other areas of health and human services.
What will you learn in this webinar?
An understanding of who is playing video games in Australia and common platforms and types of video games available
How to assess the interactions between gameplay and player wellbeing
The links between violent content and behaviours
The positive outcomes associated with playing video games
The literature around the impacts of video games on young people
How serious games and gamification can assist with the goal of improving mental health and wellbeing.
Dr Michael Carr-Gregg, Managing Director, Young and Well Cooperative Research Centre
Dr Michael Carr-Gregg is one of Australia’s highest profile psychologists. He is the Managing Director of the Young and Well Cooperative Research Centre, which is committed to exploring and understanding the role of new and emerging technologies in the lives of young people. He is an author of nine books including the best-selling ‘Princess Bitchface Syndrome‘ and is working on his tenth. Michael is also a member of the Board of the Australian Psychological Society and a member of the ePsychology special interest group for the APS. He is the resident parenting expert on Channel 7’s Sunrise as well as psychologist for the Morning Show with Neil Mitchell on Radio 3AW.
A/Prof Daniel Johnson, Queensland University of Technology
A/Prof Daniel Johnson leads the QUT Games Research and Interaction Design Lab and is an Associate Professor in the Bachelor of Games and Interactive Entertainment. He has completed Bachelors and Honours degrees in Psychology, a Graduate Certificate in Higher Education and a doctorate on the psychology of human-computer interactions and video games. Daniel has also worked in the games industry with companies such as NextGenVideos and The Binary Mill. His research interests include motivations for videogame play, the player experience, the impact of videogames on wellbeing and gamification.