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Science of Video Games

SoTS Research Lab

Available: Princeton In-Person | Online

Mentors: Sergey Samsonau, PhD & Olga Vine

Seize the Opportunity

Build rare expertise in a $280 billion industry that has almost no researchers. Study questions the field can't answer for itself - what makes games healthy vs. harmful, engaging vs. addictive, fair vs. predatory. Get published while you're still playing at your peak. Stand out with scientific credentials in gaming - not just play hours or streaming stats. The industry needs people who understand games as systems. That's a career path most don't know exists.

The Opportunity

The gaming industry generates $280 billion annually - more than film and music industries combined. 3.3 billion people play games. That's 40% of humanity, and the number keeps growing.

Most people think "gaming career" means coding or streaming. But this massive industry needs professionals who understand games as systems - people who can answer questions the industry can't answer for itself:

  • Why do some games retain players for years while others lose them in weeks?
  • What design patterns create healthy engagement vs. harmful dependency?
  • How do monetization models affect player trust and long-term revenue?
  • Which game elements actually improve cognitive skills, stress management, or social connection?

Companies need this knowledge. The research barely exists.

Very few academic papers study gaming each year. And those who research and publish are decades past their peak play years - they study memories, not current reality. No dedicated PhD programs exist. Fewer than 100 research labs worldwide focus on gaming - and most study development, not player experience or game effects.

You play now. You understand current games. You can do research that matters - and build expertise that's rare and valuable.

What You Get

Unique career positioning. Most applicants for gaming industry jobs bring coding skills or design portfolios. You'll bring something different: research methodology, data analysis, and scientific understanding of how games affect players. That combination is scarce.

Skills that transfer everywhere. Survey design. Data analysis. Pattern recognition. Clear communication of findings. Critical evaluation of claims. Ethics in research and design. These apply far beyond gaming.

Stand out in college applications. Your research can appear in peer-reviewed journals and popular science publications through SoTS - or you can submit to other journals of your choosing. Real credentials, not participation certificates.

Deep industry understanding. Study game mechanics, player psychology, monetization ethics, and engagement patterns from a scientific perspective. Understand the industry at a level most employees never reach.

Research Directions

Questions worth your investigation:

  • What separates games that leave players energized from ones that leave them drained?
  • Which mechanics create genuine engagement vs. dependency?
  • Do certain games actually help with focus, stress, or social skills - and for whom?
  • What makes free-to-play models feel fair vs. predatory?
  • How do different age groups experience the same game differently?
  • What do players wish game designers understood?

You pick what interests you. Your work adds to a field desperate for researchers.

What You'll Practice

  • Survey design that gets honest answers
  • Data analysis and pattern recognition
  • Critical evaluation of academic literature
  • Clear scientific communication
  • Presentation and defense of your findings
  • Ethics in research and game design
  • The blurry line between engagement and manipulation

Mentors

Sergey Samsonau, PhD - Research methodology, data analysis, study design.

Olga Vine - Decades across genres and platforms. Early PC to modern mobile.

Prerequisites

  • Active SoTS Membership
  • Curious about games as systems, not just entertainment
  • Ready to do actual work between sessions

Enrollment formats

Princeton (In-Person)

  • Weekly meetings (1-1.5 hours) in central Princeton. 5 members per group.
  • Spring: January - April
  • Fall: September - December
  • Semester commitment required

Online

  • Weekly Zoom sessions (1-1.5 hours). 4-6 members per group.
  • Spring: January - April
  • Fall: September - December
  • Late joining prorated if seats available for semester-based enrollment
  • Month-to-month available (within and outside semesters)

Spring 2026 semester starts: January 15, 2026

3.3 billion players. $280 billion industry. Almost no researchers. That's your opportunity.

Questions? Contact games.lab@teenscientists.org