Clash of Realities 2015

This week I attended (and spoke) at my first Clash of Realities conference and it was a wonderful experience! This conference was able to successfully achieve what a lot of conferences do not by bringing together various groups of scholars, educators, and professionals to share their areas of expertise.

When I originally decided to pursue a scientific career, my primary motivation was to develop and carry out research projects that would help clinicians to better carry out their professional tasks. Specifically, I wanted to uncover new information about online gaming and media effects that would better inform clinicians about these topics so they, in turn, could better inform their clients. Clash of Realities had a similar goal: to bring together game scholars, game educators, and game developers and designers so we could…Continue reading »

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Conducting Applicable Research

This week, massively.com is featuring an article by Andrew Ross that overviews the last five years of my research journey. When I first decided to delve into the research side of psychology (as opposed to the more artsy, counselling side of the field), I knew that I wanted…Continue reading »


Psychosocial Causes and Consequences of Online Video Game Play

Researchers have grown concerned as to whether or not engagement within online…Continue reading »


Playing for Social Comfort

Internet connectivity has changed the way that video games are being played by allowing users to connect worldwide in shared gaming spaces. These highly social environments allow players to connect, interact, and learn from each other. Despite this, there is a growing concern that online video game play contributes to a displacement of real-world connections and interactions. Over time, this displacement is believed to lead to a wide variety of losses in “offline sociability”, such as a reduction in the size and quality…Continue reading »


Social Gaming, Lonely Life?

In recent years, there have been rising concerns about the potential negative social impact of online video games, particularly in relation to adolescent players. While there has been a wealth of research in this area, none has yet to provide information relating to the potential broad social changes that may occur due to extended online video game play through social displacement mechanisms. In this context, social…Continue reading »


Online Gaming Friendships among Emotionally Sensitive Individuals

With the advent of new social technologies, researchers have become increasingly interested in the functionality of mediated social spaces as environments where individuals can meet new people and gather with old friends. Due to their accessibility and the range of social affordances provided by these spaces (i.e., visual anonymity, asynchronicity), mediated social environments (i.e., chat rooms, online forums, online games) are believed to be particularly valuable…Continue reading »