People with large social networks on average live longer, happier, less stressed lives. We can potentially leverage virtual reality to increase the experience of social support and impact daily stress and anxiety. Therefore, this project aims to pinpoint which aspects of virtual social interaction are needed to convey a sense of social support.
Commercial video games may offer a cheap and readily available way to help us understand in what way video games can be used to promote adolescent wellbeing. Excellent targets for this are games that involve social interaction, encourage both positive and negative emotions and are identified by youth themselves as potentially beneficial. By letting youth play several commercial video games in different settings, we can learn how games interact with wellbeing in both short and long-term.