Digital Gaming During the Early COVID-19 Pandemic: Healthy Escapism and Social Connectedness

Authors

  • Timo Partala

Keywords:

gaming, covid-19, genre, habit, escapism, social connectedness

Abstract

The aim of the current study was to study and understand changes in digital gaming in response to the early COVID-19 pandemic and the related restrictions. A sample of 146 gamers from the US, Europe, and India participated in an online survey probing their gaming both quantitatively and qualitatively during the period of two months preceding any COVID-19 restrictions and during the first months of coronavirus restrictions. An increase in weekly gaming times was reported during the pandemic in overall gaming, online gaming, co-located gaming, gaming alone, and gaming on computers, consoles, and mobiles. The genres played significantly more included (action) adventures, role- playing games (RPGs), shooters, and puzzle/board/card/tabletop games. Qualitatively, the results suggested that much of the increased gaming during the pandemic was related to different forms of healthy escapism, for example, managing boredom and loneliness, coping from stress, seeking mental distraction, and fulfilling the need for social connectedness.

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Published

2022-01-01

Bibtex

@Conference{digra1416, title ="Digital Gaming During the Early COVID-19 Pandemic: Healthy Escapism and Social Connectedness", year = "2022", author = "Partala, Timo", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/1416}", booktitle = "Proceedings of DiGRA 2022 Conference: Bringing Worlds Together"}