Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-19

IF 2.4 2区 文学 Q1 COMMUNICATION Games and Culture Pub Date : 2024-04-01 DOI:10.1177/15554120241236531
Dmitri Williams, Mingxuan Liu, Sukyoung Choi, Nicholas Bowman, Sonia Jawaid Shaikh
{"title":"Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-19","authors":"Dmitri Williams, Mingxuan Liu, Sukyoung Choi, Nicholas Bowman, Sonia Jawaid Shaikh","doi":"10.1177/15554120241236531","DOIUrl":null,"url":null,"abstract":"Amidst the disruptions of the COVID-19 pandemic, video games were used heavily, presumably to help cope with negative moods and social isolation. This study sought to understand the implications of such play on well-being within a particular sample. Drawing on uses and gratifications and self-determination theories, the study adopted a longitudinal perspective incorporating data from one game, both before and during the pandemic. Data included both repeated cross-sectional surveys as well as unobtrusive, within-game measures. Among players of a marginally social, large-scale, team-based vehicle combat game (World of Tanks), play time increased slightly while well-being was generally steady. Increases in play were associated with increases in competence, which in turn lead to higher well-being. The theoretical implications and generalizability of the findings are discussed.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"298 1","pages":""},"PeriodicalIF":2.4000,"publicationDate":"2024-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games and Culture","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/15554120241236531","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0

Abstract

Amidst the disruptions of the COVID-19 pandemic, video games were used heavily, presumably to help cope with negative moods and social isolation. This study sought to understand the implications of such play on well-being within a particular sample. Drawing on uses and gratifications and self-determination theories, the study adopted a longitudinal perspective incorporating data from one game, both before and during the pandemic. Data included both repeated cross-sectional surveys as well as unobtrusive, within-game measures. Among players of a marginally social, large-scale, team-based vehicle combat game (World of Tanks), play time increased slightly while well-being was generally steady. Increases in play were associated with increases in competence, which in turn lead to higher well-being. The theoretical implications and generalizability of the findings are discussed.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
玩转大流行:在 COVID-19 期间使用游戏作为缓冲
在 COVID-19 大流行所造成的混乱中,人们大量使用电子游戏,大概是为了帮助应对消极情绪和社会孤立。本研究试图在特定样本中了解这种游戏对幸福感的影响。研究借鉴了使用与满足理论和自我决定理论,采用纵向视角,纳入了一款游戏在大流行之前和期间的数据。数据既包括重复的横截面调查,也包括非侵入性的游戏内测量。在一款社交性不强的大型团队载具战斗游戏(《坦克世界》)的玩家中,游戏时间略有增加,而幸福感则基本保持稳定。游戏时间的增加与能力的提高有关,而能力的提高又会带来更高的幸福感。本文讨论了研究结果的理论意义和可推广性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
期刊最新文献
The Stupid, the Ridiculous, the Camp: How Goat Simulator's “Messy” Design Facilitates Queer Play In Defense of Imagination: Canadian Youth Culture and the Dungeons & Dragons Panic in Canada, 1980–1995 The Inverted Cryptoeconomy: The Search for Endogenous Value in No Man’s Sky Nature Playing: On the Experience of Contemplating Technologically Mediated Nature within the Game World of Riders Republic ‘It's Just Not Safe’: Gender-Based Harassment and Toxicity Experiences of Women in Esports
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1