Shape Future Of Gaming Awareness

New research in the Northern Territory is exploring how in-game spending on virtual items and events may shape long-term habits, highlighting the importance of supporting informed, intentional, and positive decision-making in digital play.

While the vibrant gaming scene reflects the central and positive role video games play in the lives of many young people, in-game spending is now a core part of how many young people play.

GAME Co-Design session at The Array -L-R Declan Smyth, Dr Bryce Brickley, Flynn Denson, Ben Fosdick, Rea Cookson, Dylan Bennett

The Gambling Awareness Messaging & Education (GAME) campaign, a Territory-led research initiative by Flinders University, is investigating the increasingly transactional nature of live service games.

These are video games designed to be continually updated and monetised after launch-often through new content, time-limited events, and in-game purchases-with the aim of keeping players engaged, and spending, over time.

"We know that young people's first exposure to gambling-like mechanics is likely to be via video games and mobile apps," explains Dr Megan Bailey, a Darwin-based researcher from the University's College of Medicine and Public Health.

"Which is why we want to find effective ways to promote positive gaming habits among young users."

The GAME campaign is driven by the desire to challenge – but not necessarily disrupt – young people's in-game spending behaviour.

It seeks to provoke critical thinking about the behind-the-scenes influences that work in tandem with game-adjacent content, such as online influencers and live-streaming. Influences that subtly reinforce spending habits and potentially patterns of compulsive engagement.

NT gamers aged 16-29 are invited to take part in a 10-minute, anonymous survey: [Link]. Survey participants will be offered a Steam Gift Card as reimbursement for their time.

The project values lived experience and local insight, recognising the importance of hearing directly from young players.

"By exploring the perspectives, preferences, and motivations of NT gamers through their own lens, we are hoping to craft health promotion messages that resonate," Dr Bailey continues.

Skye Lavelle, a young gamer and one of the GAME campaign co-designers, says: "As players, we may not initially perceive our in-game actions as forms of gambling.

"However, being involved in this project has prompted a critical reflection on my own game-play behaviours. This has enabled me to identify personal spending habits, and encouraged more informed financial decision-making within gaming contexts," Ms Lavelle says.

Researchers from Flinders University, Charles Darwin University and Central Queensland University are working closely with the NT's local gaming industry pioneers, The Array [ ]. The Array provides career pathways for young Territorians interested in the future-focused creative technology sector.

NT gamers aged 16-29 are invited to take part in a 10-minute, anonymous survey: https://qualtrics.flinders.edu.au/jfe/form/SV_9XOINvag8VCOdUi

Acknowledgements: This project is funded by the Northern Territory Government Community Benefit Fund: Gambling Research Grants scheme

/Public Release. This material from the originating organization/author(s) might be of the point-in-time nature, and edited for clarity, style and length. Mirage.News does not take institutional positions or sides, and all views, positions, and conclusions expressed herein are solely those of the author(s).View in full here.