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.
FT, 09 July 2026
Disinformation and deepfakes are known risks but biased LLMs could also be used to influence public opinion with commentary from Prof. Sandra Wachter.
Somewhere on Earth: The Global Tech Podcast, 07 July 2026
A new study suggests that the AI tools many of us use every day on platforms like LinkedIn, X and Google may be doing more than improving our grammar and polishing our posts.
techxplore, 06 July 2026
AI tools used to generate, edit or contextualize social media posts can introduce hidden biases that spread through online networks and shape public opinion, according to new research from the OII and the Hasso Plattner Institute.