Background The incidence of concussions within football and rugby remains concerning, and despite the development of numerous concussion education programs, the injury is often misunderstood. The limited success of more traditional education methods indicates that a new approach is needed. Video games have previously been used successfully to promote physical activity, but their potential to promote appropriate concussion behaviours has not yet been investigated. Objective The objective of this study was to investigate the current portrayal of concussion within recently released football and rugby video games to form an evidence base from which future resources can be developed. Design The study will quantify the incidence of head impacts and suspected concussions represented in 1440 minutes of video games, equating to 16 matches of football and 18 matches of rugby union and league, respectively. Therefore, a combined total of 4320 minutes of game footage will be analysed. Footage from the most recently released football, rugby union and rugby league games was used during the study. A statistical comparison of the concussion incidence within real and virtual football, rugby union and rugby league alongside a content analysis of in-game narratives relating to the framing of head impacts or concussions was conducted. Main Outcome Measurements The number of in-game head impacts and suspected concussions for virtual sport Content analysis of in-game narratives surrounding virtual and real-life suspected concussions The comparison of qualitative data generating including in-game head injury procedures and real-world governing body procedures. Results The study is ongoing, with the expected results to be completed in January 2024. Conclusions The final conclusions of the study will be generated once the study has been completed
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Lockett et al. (2024) studied this question.
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