The Science of Startups Initiative
This project aims to reveal the determinants of success in entrepreneurship, startups and innovation ecosystems using data science and qualitative research methods.
This project aims to reveal the determinants of success in entrepreneurship, startups and innovation ecosystems using data science and qualitative research methods.
This project will collect and share detailed behavioural game data donated by players to help us understand how the quality and quantity of online play shapes human motivation and mental health.
This project studies video game play's association to cognition using novel methods that improve upon existing literature by studying gaming in its natural context, using actual game play data.
20 June 2025
OII researchers are set to attend the Association of Computing Machinery (ACM) Conference on Fairness, Accountability and Transparency (FAccT) 2025.
13 May 2025
Expert Comment: Professor Andy Przybylski explains how the social media debate on teen mental health is missing the point.
30 April 2025
New Oxford study offers roadmap for understanding video games’ complex impact on wellbeing
12 March 2025
New analysis finds that the number of hours spent playing Nintendo games did not significantly affect adults’ mental well-being, life satisfaction, emotional state, or depressive symptoms.
BBC News, 23 June 2025
One of the world's most popular new titles, however, is about something considerably more sedate - gardening.
Focus Online, 22 May 2025
The power of social media is shaping our society—not always for the better. Researcher Fabian Braesemann analyzes how the tech giants' platforms are driving social division and presents an alternative: a transparent, European social network.
BBC News, 30 April 2025
Prof. Andrew Przybylski discusses the ways that gaming positively and negatively influences individual wellbeing on BBC The World Tonight, starting at 24:28.