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The Gang’s All Here: How People Used Games to cope with COVID19 Quarantine

Published: 07 May 2021 Publication History
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  • Abstract

    In 2020, the rapid spread of COVID-19 forced many people to self-isolate, resulting in struggles with mental health [60], and an increase in gaming [3]. In this paper, we seek to examine how individuals used digital games during the quarantine. We conducted a two-tier qualitative study where we used a thematic analysis of tweets to derive questions for an online survey that we distributed. Results of thematic analysis of survey responses identified 15 themes. Some themes confirm previous works’ findings, particularly how games are used to increase social connection or distract oneself from unpleasant situations. We also found new themes unique to the quarantine, such as interactions with non-player characters used as a surrogate for real-world interaction and using in-game routines as a substitute to real-world routines lost due to the pandemic. This work discusses the use of games during the pandemic and can be seeds for future studies.

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    cover image ACM Conferences
    CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
    May 2021
    10862 pages
    ISBN:9781450380966
    DOI:10.1145/3411764
    This work is licensed under a Creative Commons Attribution International 4.0 License.

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    Published: 07 May 2021

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    Author Tags

    1. Benefits of Gameplay
    2. COVID19
    3. Connection
    4. Coronavirus
    5. Gameplay
    6. Games
    7. Isolation
    8. Positive Emotions
    9. Quarantine

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    • (2023)Games in Times of a Pandemic: Structured Overview of COVID-19 Serious GamesJMIR Serious Games10.2196/4176611(e41766)Online publication date: 7-Mar-2023
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