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This presentation by Isaac Lockett and Freja Petrie from Kingston University examines how head impact events and concussion are represented in popular sport based video games. As sport video games increasingly strive for realism and mirror real world athletic performance, their potential influence on player knowledge and attitudes toward safety has grown. Given the prominence of concussion as a critical welfare issue in many sports, the study investigates whether these games reflect contemporary medical protocols and player protection standards. The research analysed head impact events across four commercially successful titles: EA Sports FC 24, EA Sports FC 25, Rugby 22, and Rugby League Live 4. A total of 68 simulated matches were observed, representing 1,440 minutes of virtual gameplay. The analysis recorded the frequency of head impacts, injuries, and explicit concussion representations. The findings reveal a large number of head impact events but an extremely limited representation of concussion. Only one concussion instance was identified, and it lacked any reference to medical assessment, player removal, or return to play protocols. This contrasts sharply with real world concussion management guidelines and raises concerns regarding the educational messaging conveyed through gameplay. The presentation argues that the absence of visible concussion protocols represents a missed opportunity to promote safer sporting behaviours, particularly among younger audiences. Given that licensed sport video games portray real athletes and reflect mainstream sport culture, they offer a unique platform to normalise appropriate responses to head injuries. The study concludes by calling for closer collaboration between sporting organisations, game developers, and concussion researchers. Such partnerships could enable more accurate and responsible representations of concussion, aligning entertainment products with public health goals and contemporary player welfare standards. Keywords: concussion, sport video games, head impacts, player safety, education, public health, ethics About the ERN Conference 2025: The Esports Research Network Conference 2025 took place online from November 12–14, 2025 as a continuous, 72-hour global livestream. Guided by the theme “Future Realities: Esports as a Global Lab,” the event explored how esports serves as a living laboratory for understanding digital transformation across education, media, technology, and society. This innovative digital-first format followed the sun across three regional hubs, Slippery Rock University of Pennsylvania & Michigan State University (Americas), Staffordshire University (EMEA), and UNSW Sydney (Asia-Pacific), creating a nonstop, interconnected academic experience available to participants worldwide. This ambitious production was made possible through the support of Corsair for Business, whose Elgato technology powered high-quality broadcasting and seamless livestreaming across all three hubs. ERNC25 continues the network’s mission to unite scholars, practitioners, and students while fostering open, global collaboration in esports research. Full abstracts for all presentations can be viewed in the official Book of Abstracts at: https://book.esportsresearch.net Website: https://esportsresearch.net