Journal article
A large-scale study of changes to the quantity, quality, and distribution of video game play during a global health pandemic
- Abstract:
- Video game play has been framed as both protective factor and risk to mental health during the Coronavirus disease (COVID-19) pandemic. We conducted a statistical analysis of changes to video game play during the pandemic to better understand gaming behavior and in doing so provide an empirical foundation to the fractured discourse surrounding play and mental health. Analyses of millions of players’ engagement with the 500 globally most popular games on the Steam platform indicated that the quantity of play had dramatically increased during key points of the pandemic; that those increases were more prominent for multiplayer games, suggesting that gamers were seeking out the social affordances of video game play; and that play had become more equally distributed across days of the week, suggesting increased merging of leisure activities with work and school activities. These results provide a starting point for empirically grounded discussions on video games during the pandemic, their uses, and potential effects.
- Publication status:
- Published
- Peer review status:
- Peer reviewed
Actions
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- Files:
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(Preview, Version of record, pdf, 773.3KB, Terms of use)
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- Publisher copy:
- 10.1037/tmb0000048
Authors
- Publisher:
- American Psychological Association
- Journal:
- Technology, Mind, and Behavior More from this journal
- Volume:
- 2
- Issue:
- 4
- Publication date:
- 2021-11-08
- Acceptance date:
- 2021-07-02
- DOI:
- EISSN:
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2689-0208
- Language:
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English
- Keywords:
- Pubs id:
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1211040
- Local pid:
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pubs:1211040
- Deposit date:
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2023-12-01
Terms of use
- Copyright holder:
- Vuorre et al.
- Copyright date:
- 2021
- Rights statement:
- © 2021 The Author(s). This is an open access article under a Creative Commons license.
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