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The Golidlocks Studies

The Golidlocks Studies

A multi-phase study into a practically important question in men's health, particularly young men’s health: what is the “just right” amount of gaming? And how much, for whom, and under what conditions can it be harmful? From in-depth interviews with gamers to large-scale surveys in partnership with ersity (Australia), Riot Games, BLAST and FuseCup, the studies are building a picture of men and gaming, and how it affects and supports the mental health and wellbeing of the men playing.

Who it’s for

MEN AND THOSE WHO CARE FOR THEM

To be able to access information and resources for gamers and caregivers on what healthy gaming looks like, aka the Goldilocks zone of gaming.

MOVEMBER FUNDRAISERS & DONORS

To know that we are pursuing our mission of advancing men’s mental health and wellbeing by going to where young men are, to understand their experiences and involve them in our impact work.

RESEARCHERS & ACADEMICS

To access a growing body of evidence on the relationship between gaming and mental health, built across multiple methodologies and in partnership with major industry players.

THE GAMING & ESPORTS INDUSTRY

To understand the mental health impacts of their platforms and events, and use that evidence to create safer, more supportive environments for players.

CLINICIANS & PRACTITIONERS

To better understand how gaming fits into the lives of their male patients, and when it supports or undermines their mental health.

POLICYMAKERS & REGULATORS

To access evidence that moves beyond moral panic and into practical, nuanced guidance on gaming and young men's mental health.

Global impact

Gaming communities are spaces where men are regularly connecting with each other, potentially serving as a social glue for male friendships and wellbeing.​​​​‌‍​‍​‍‌‍‌​‍‌‍‍‌‌‍‌‌‍‍‌‌‍‍​‍​‍​‍‍​‍​‍‌​‌‍​‌‌‍‍‌‍‍‌‌‌​‌‍‌​‍‍‌‍‍‌‌‍​‍​‍​‍​​‍​‍‌‍‍​‌​‍‌‍‌‌‌‍‌‍​‍​‍​‍‍​‍​‍‌‍‍​‌‌​‌‌​‌​​‌​​‍‍​‍​‍‌​‌‌​‌‌‌‌‍‌​‌‍‍‌‌‍​‍‍‌‌‌‌‍​‌‌‌​​‍‍‌‍‌‌‍‌‌‍‌‍‌‌‌‍‌‌‍​‍‌‍‌‌‌​‍​‍‍‌‍​‌‍‌‍‌​‍‌‍‍‌‌‍‍‌‌​‌‍‌‌‌‍‍‌‌​​‍‌‍‌‌‌‍‌​‌‍‍‌‌‌​​‍‌‍‌‌‍‌‍‌​‌‍‌‌​‌‌​​‌​‍‌‍‌‌‌​‌‍‌‌‌‍‍‌‌​‌‍​‌‌‌​‌‍‍‌‌‍‌‍‍​‍‌‍‍‌‌‍‌​​‌​​​​​‌​​‌‍​‍​‍​​‌‌​‌‌‌‍​‌​‍‌​‌‌‍‌‍​‌​‍‌​‍‌​‌​​‍‌‌‍​‌‌‍​​‍‌​‍‌​​​‌‍​​‌‍​‍‌​​​​‌​‌​​‍‌‌‍​‌‍‌‌​​‌​‌​‌‍​‌​‌​‍‌​‍​​‍‌‌​‌‍‌‌​​‌‍‌‌​‌‌​​‌​‍‌‍‌‍‌‌​‍‌‍​‌‌‍‌​‍‌​​‌‍​‌‌‌​‌‍‍​​‌‌‍​‌‍‌‍‍‌‌​‌‍‌‌‌‍‍‌‌​​‍‌‌​‌‌‌​​‍‌‌‌‍‍‌‍‌‌‌‍‌​‍‌‌​​‌​‌​​‍‌‌​​‌​‌​​‍‌‌​​‍​​‍​‌‍​‌‌​​​​​‍‌‍​‍​​​‌‌‍​‍​‍‌‌‍‌‌‌‍‌​​‍​​‍‌‌​​‍​​‍​‍‌‌​‌‌‌​‌​​‍‍‌‍​‌‍‌‍‌‌​​‌‍‌‍‍‌‍‌‌‌‍‍‌‌​‌​​‍‌‌​‌‌‌​​‍‌‌‌‍‍‌‍‌‌‌‍‌​‍‌‌​​‌​‌​​‍‌‌​​‌​‌​​‍‌‌​​‍​​‍​​‍‌‍​‌​‌‍‌‍‌​​‌​‌‍​‌‍‌‍​‌‌​‌​‌‍‌‍​‌​​‍​‍‌‌​​‍​​‍​‍‌‌​‌‌‌​‌​​‍‍‌‍‌​‌‍‌‌‌​‌‍​‌​‍‌‍‍‌‌​​‌‌​‌‍‍‌‌‍‌‍‍​‌‍​‍‌‍​‌‌​‌‍‌‌‌‌‌‌‌​‍‌‍​​‌‌‍‍​‌‌​‌‌​‌​​‌​​‍‌‌​​‌​​‌​‍‌‌​​‍‌​‌‍​‍‌‌​​‍‌​‌‍‌​‌‌​‌‌‌‌‍‌​‌‍‍‌‌‍​‍‍‌‌‌‌‍​‌‌‌​​‍‍‌‍‌‌‍‌‌‍‌‍‌‌‌‍‌‌‍​‍‌‍‌‌‌​‍​‍‍‌‍​‌‍‌‍‌​‍‌‍‌‍‍‌‌‍‌​​‌​​​​​‌​​‌‍​‍​‍​​‌‌​‌‌‌‍​‌​‍‌​‌‌‍‌‍​‌​‍‌​‍‌​‌​​‍‌‌‍​‌‌‍​​‍‌​‍‌​​​‌‍​​‌‍​‍‌​​​​‌​‌​​‍‌‌‍​‌‍‌‌​​‌​‌​‌‍​‌​‌​‍‌​‍​​‍‌‍‌‌​‌‍‌‌​​‌‍‌‌​‌‌​​‌​‍‌‍‌‍‌‌​‍‌‍​‌‌‍‌​‍‌‍‌​​‌‍​‌‌‌​‌‍‍​​‌‌‍​‌‍‌‍‍‌‌​‌‍‌‌‌‍‍‌‌​​‍‌‌​‌‌‌​​‍‌‌‌‍‍‌‍‌‌‌‍‌​‍‌‌​​‌​‌​​‍‌‌​​‌​‌​​‍‌‌​​‍​​‍​‌‍​‌‌​​​​​‍‌‍​‍​​​‌‌‍​‍​‍‌‌‍‌‌‌‍‌​​‍​​‍‌‌​​‍​​‍​‍‌‌​‌‌‌​‌​​‍‍‌‍​‌‍‌‍‌‌​​‌‍‌‍‍‌‍‌‌‌‍‍‌‌​‌​​‍‌‌​‌‌‌​​‍‌‌‌‍‍‌‍‌‌‌‍‌​‍‌‌​​‌​‌​​‍‌‌​​‌​‌​​‍‌‌​​‍​​‍​​‍‌‍​‌​‌‍‌‍‌​​‌​‌‍​‌‍‌‍​‌‌​‌​‌‍‌‍​‌​​‍​‍‌‌​​‍​​‍​‍‌‌​‌‌‌​‌​​‍‍‌‍‌​‌‍‌‌‌​‌‍​‌​‍‌‍‍‌‌​​‌‌​‌‍‍‌‌‍‌‍‍​‍​‍‌‌ This research aims to contribute to understanding on how best to design these online environments to maximise connection and wellbeing through the joy of gaming and minimise isolation or other negative impacts of gaming.

2-3%

The estimated number of gamers affected by gaming disorder globally

4.5-10%

The prevalence of adolescents among the gamers affected by gaming disorder globally, consistently higher in young males

IN ACTION

Gaming has rapidly turned into a major pass time for many men, and yet evidence of benefits and harms has not kept pace with its scale. Movember is convening partners to change this.

In-depth interviews with young male gamers exploring what healthy and unhealthy gaming looks like in practice, and how different patterns of play relate to their mental health. Phase 1 gives us the human story behind the data.