thomas hakman

01 · RESEARCH

what i do

░ OPEN SCIENCE, OPEN DATA, & OPEN CODE ░ WHEREVER POSSIBLE

I'm Thomas Hakman, a PhD researcher at the Oxford Internet Institute. My research asks a plain question: what does digital technology, such as video games, social media, and AI, actually do to our well-being and mental health?

To answer it, I analyze the digital trace data and millions of hours of play stored on the servers of technology companies. For access to that data, I combine participant data-donations, GDPR Data Subject Access Requests, and data-access collaborations with industry. Alongside all this, I collaborate with child rights organisations and regulators such as Save the Children, Ofcom, UNICEF, and the European Commission.

Everything I publish aims to be open science, open data, and open code wherever possible.

video games psychology social media ai well-being mental health open science data donation ai governance
# FIELD REPORT 26X07071/6

SUBJECT: ACTIVE PROJECTS · ALL LINES PROCEED ACCORDING TO PROTOCOL. NOTHING HERE IS FINISHED.

│ ID   │ Project                              │ With              │ Status  │
├──────┼──────────────────────────────────────┼───────────────────┼─────────┤
│ P-01 │ AI-enabled digital childhood         │ Dieter Schwarz    │ Active  │
│ P-02 │ Video game play and mental health    │ OII · Oxford      │ Active  │
│ P-03 │ Youth e-sport athletes' child rights │ Save the Children │ Active  │
└──────┴──────────────────────────────────────┴───────────────────┴─────────┘
ID    Project                               Status
──────────────────────────────────────────────────────────────
P-01  AI-enabled digital childhood          Active
P-02  Video game play and mental health     Active
P-03  Youth e-sport athletes' child rights  Active
ROLE
DPhil candidate, Social Data Science, Oxford
FELLOWSHIP
Dieter Schwarz Research Fellow, AI Governance & Policy
SUPERVISOR
Prof. Andrew K. Przybylski
PREVIOUSLY
MSc Social Science of the Internet, Oxford
Thomas Hakman, passport photo

OPEN PLAY: THE LARGEST PUBLIC DATASET ON VIDEO GAMES AND MENTAL HEALTH

We tracked 1.5 million hours of play across 10,475 titles on Nintendo Switch, Steam, and Xbox for 3,600 players, paired with 23,000 survey responses measuring wellbeing, motivation, cognition, mental health, and sleep over 12 weeks. All openly available to the public.

02 · PUBLICATIONS

selected work

░ EVIDENCE FROM REAL PLAY ░ SCROLL DOWN TO TRY YOURSELF

2026

Hakman, T., Ballou, N., Földes, T. A., Vuorre, M., & Magnusson, K.

Wellbeing effects hold constant across video game genres

Forthcoming · registered report
2026

Hakman, T., Vuorre, M., & Przybylski, A. K.

Not All Play is Equal: In-game Player Behaviour Predicts Wellbeing Differences

PREPRINT
2026

Norwood, S. F., Ballou, N., Földes, T. A., Hakman, T., Mansfield, K., Vuorre, M., … & Przybylski, A. K.

Building collaborative digital behavioural science: A cross-sector agenda from video games research

PREPRINT
2025

Ballou, N., Földes, T. A., Vuorre, M., Hakman, T., Magnusson, K., & Przybylski, A. K.

Open Play: A longitudinal dataset of multi-platform video game digital trace data and psychological measures

OPEN DATA PREPRINT
2025

Ballou, N., Hakman, T., Vuorre, M., Magnusson, K., & Przybylski, A. K.

How Do Video Games Affect Mental Health? A Narrative Review of 13 Proposed Mechanisms

Technology, Mind, and Behavior doi:10.1037/tmb0000152 ↗
OPEN ACCESS
2025

Ballou, N., Bowman, N. D., Hakman, T., & Przybylski, A. K.

Reliving 10 years old: Descriptive insights into retro gaming

PREPRINT
2025

Ballou, N., Vuorre, M., Hakman, T., Magnusson, K., & Przybylski, A. K.

Perceived value of video games, but not hours played, predicts mental well-being in casual adult Nintendo players

Royal Society Open Science doi:10.1098/rsos.241174 ↗
OPEN DATA OPEN ACCESS
2025

Mansfield, K. L., Ghai, S., Hakman, T., Ballou, N., Vuorre, M., & Przybylski, A. K.

From social media to artificial intelligence: Improving research on digital harms in youth

The Lancet Child & Adolescent Health doi:10.1016/S2352-4642(24)00332-8 ↗
2024

Vuorre, M., Ballou, N., Hakman, T., Magnusson, K., & Przybylski, A. K.

Affective Uplift During Video Game Play: A Naturalistic Case Study

OPEN ACCESS
full list on google scholar

03 · TOOLS

open-source instruments

░ BUILT IN THE OPEN ░ ALWAYS A WORK IN PROGRESS

open time-use diary (O-TUD)

TIME-USE DIARY

A free, open-source web app for building fully customizable daily diary time-use instruments, developed with the Centre for Time Use Research.

gameplay.science

DATA DONATION

Players donate their digital trace data to independent scientific investigation, directly via Steam or Discord, or through GDPR requests.

04 · MEDIA

media + talks

2026-02 The psychology behind the popularity of RuneScapeInstagram · REEL
2025-06 Customizing and deploying open-source web apps with easeSIPS, Budapest · TALK
2025-06 Learning from moral technology panics for responsible research on AI and digital harmsOII-TUMH Conference, Oxford · TALK
2025-01 What do we know about mental health and the internet in young people?MQ Mental Health Research · REPORT 2024-11 The risks and benefits of technological advancements in video games and AINordic Safe Digital Childhood, Malmö · KEYNOTE 2024-10 The truth about the internet and your mental healthMQ Open Mind Podcast · PODCAST
2024-06 The next generation of open behavioral data: how video games offer a direct window into measuring behaviorSIPS, Nairobi · TALK

05 · CONTACT

say hello

I like working with people who take a human-centered approach to emerging technology: researchers, platforms, policymakers, journalists. If that sounds like you, write to me.

Email me OII profile
EMAIL
thomas.hakman@oii.ox.ac.uk
OFFICE
Oxford Internet Institute, University of Oxford, Woodstock Road, OX2 6GG

░ I STUDY GAMES FOR A LIVING. ░ IT WOULD BE RUDE NOT TO INCLUDE ONE.