The novel coronavirus disease 2019 (COVID-19) pandemic has brought the entire world to a relative standstill, affecting millions worldwide at the time of writing (June 24, 2020) (World Health Organization [WHO] 2020). With the absence of an effective vaccine, public health measures have been implemented by governments worldwide, such as quarantine, closing workplaces (including schools and businesses), and spatial distancing (Nussbaumer-Streit et al. 2020). To combat the spread of COVID-19, the Indian government implemented nationwide lockdown measures and self-isolation policies. In the Indian context, "lockdown" refers to individuals staying at home while completely restricting the movement of the population inside and outside of specific areas except for essential activities (health visits, purchasing for essential items, and providing essential work) (Lippi et al. 2020). As a consequence, the measures have led to occupational and educational disruption and psychological distress for many individuals. One area that has been relatively unaffected during the pandemic is the gaming industry, with user engagement growing considerably during this period (Javed 2020). For example, WinZo Games, an Indian-based gaming company, have reported three times more user engagement and 30% higher traffic in online mobile gaming. Around 35% higher usage has been observed in multi-player modes in comparison with single-user modes, a trend also found elsewhere (Bora 2020). Similarly, Paytm First Games, an Indian mobile-based online gaming
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