Video Gaming and Psychological Well-Being Among Sexual and Gender Diverse Youth in Canada, the United States, Mexico, the United Kingdom, and Australia

Di Cesare, D. M., Brooks, A., Doll, K., McInroy, L., Lozano-Verduzco, I., Mendoza-Pérez, J. C., McDermott, D. T., Perry, Y., Schaub, J., Byron, P., Alessi, E. J., & Craig, S. (2026). Video gaming and psychological well-being among sexual and gender diverse youth in Canada, the United States, Mexico, the United Kingdom, and Australia: Protocol for a LEVEL UP! cross-sectional survey and screenshot elicitation interview study. JMIR Research Protocols, 15, e95804. https://doi.org/10.2196/95804

Background 

  • Sexual and gender diverse (SGD) youth face minority stressors—including discrimination, harassment, family rejection, and barriers to affirming care—that can negatively affect psychological well-being.

  • Digital spaces can also support resilience by enabling identity exploration, emotional regulation, social connection, and access to affirming information

  • Although video games may offer similar benefits through agency, character customization, storytelling, and multiplayer community, there is limited large-scale research on their specific effects for SGD youth

Study Description

  • LEVEL UP! is an international mixed-methods study of video gaming and psychological well-being among SGD youth aged 14–29 in Canada, the United States, Mexico, the United Kingdom, and Australia

  • It aimed to recruit approximately 2,500 participants for a 30–45-minute online survey available in English and Spanish; measures include gaming habits, motivations, representation, positive and negative gaming experiences, microaggressions, and allyship.

  • Canadian survey participants also joined follow-up Zoom interviews, submitting 5–10 game or gaming-community screenshots to prompt discussion of identity, representation, community, and gaming experiences

  • The project combines quantitative analysis with constructivist grounded-theory and multimodal analysis of screenshots, interviews, transcripts, and survey responses.

    Significance 

  • Video games are a major part of many young people’s social and cultural lives, but their potential role in supporting the well-being of sexual and gender diverse youth remains underexplored. This research treats gaming as more than entertainment: it can be a space for identity exploration, connection, self-expression, and coping

  • By examining both affirming and harmful gaming experiences, the study can identify what makes digital game spaces safer, more inclusive, and more supportive for sexual and gender diverse youth

  • The screenshot-elicitation method centres youth perspectives by allowing participants to show and interpret the game moments that matter to them, rather than relying only on adult-defined survey questions

  • Because the study spans five countries and attends to intersecting identities, it may clarify how gaming experiences differ across national, cultural, racialized, gendered, and sexual contexts

Conclusions

  • The study expects to clarify how video games, gaming communities, and SGD representation can influence psychological well-being in both positive and negative ways

  • Findings are intended to inform safer and more affirming gaming environments for SGD youth, caregivers, and game-industry professionals

  • Planned knowledge-mobilization outputs include affirming game and character guides, digital galleries, infographics, and practical recommendations for more inclusive game design and media use

  • Key limitations include online and social-media-based recruitment, potential exclusion of youth without reliable gaming technology or internet access, and the fact that interviews are limited to Canadian participants

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