Playing during a crisis: The impact of commercial video games on the reconfiguration of people’s life during the COVID-19 pandemic

IF 4.5 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Human-Computer Interaction Pub Date : 2022-03-30 DOI:10.1080/07370024.2022.2050725
A. Boldi, A. Rapp, Maurizio Tirassa
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引用次数: 14

Abstract

The COVID-19 pandemic led to dramatic changes in people's lives. The Human-Computer Interaction (HCI) community widely investigated technology use during crises. However, commercial video games received minor attention. In this article, we describe how video game play impacted the life transformations engendered by the pandemic. We administered a qualitative online survey to 330 video game players who were living in Italy during the lockdown measures. We found that the COVID-19 pandemic altered the participants' sense of time and space, reshaped both their intimate and wider social interactions, and elicited a wide spectrum of disturbing emotions. Players escaped from this unsatisfying reality into video game worlds, searching for a new normality that could compensate for the unpredictability and dangerousness of the pandemic life, as well as seeking uncertainty in the game environments to balance the flatness of the lockdown everydayness. In doing so, they "appropriated" the gaming technologies, which also led to several unexpected outcomes. Starting from these findings, we propose a model of escapism that points out four ways to escape from reality into video game worlds. Moreover, we outline some design implications that might inspire future strands of research in the field of crisis technologies. (PsycInfo Database Record (c) 2022 APA, all rights reserved)
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危机中的游戏:商业视频游戏在COVID-19大流行期间对人们生活重构的影响
2019冠状病毒病大流行给人们的生活带来了巨大变化。人机交互(HCI)社区广泛调查了危机期间的技术使用情况。然而,商业电子游戏却很少受到关注。在这篇文章中,我们描述了电子游戏是如何影响疫情带来的生活转变的。我们对封锁措施期间居住在意大利的330名视频游戏玩家进行了定性在线调查。我们发现,COVID-19大流行改变了参与者的时间和空间感,重塑了他们的亲密和更广泛的社会互动,并引发了广泛的不安情绪。玩家从这种令人不满意的现实中逃离,进入电子游戏世界,寻找一种新的常态,以弥补疫情生活的不可预测性和危险性,并在游戏环境中寻求不确定性,以平衡日常封锁的平淡。在这样做的过程中,他们“挪用”了游戏技术,这也导致了一些意想不到的结果。从这些发现出发,我们提出了一种逃避现实的模式,指出了从现实逃避到电子游戏世界的四种方式。此外,我们概述了一些可能启发未来危机技术领域研究的设计含义。(PsycInfo数据库记录(c) 2022 APA,版权所有)
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Human-Computer Interaction
Human-Computer Interaction 工程技术-计算机:控制论
CiteScore
12.20
自引率
3.80%
发文量
15
审稿时长
>12 weeks
期刊介绍: Human-Computer Interaction (HCI) is a multidisciplinary journal defining and reporting on fundamental research in human-computer interaction. The goal of HCI is to be a journal of the highest quality that combines the best research and design work to extend our understanding of human-computer interaction. The target audience is the research community with an interest in both the scientific implications and practical relevance of how interactive computer systems should be designed and how they are actually used. HCI is concerned with the theoretical, empirical, and methodological issues of interaction science and system design as it affects the user.
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