2020
DOI: 10.1108/eor-02-2023-0011
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What role can videogames play in the COVID-19 pandemic?

Hannah R. Marston,
Rachel Kowert

Abstract: Video games are often thought of as trite activities for younger generations. However, research in game studies over the last few decades have revealed that games can be valuable tools for growth and connection, particularly among older generations. Exploring the ways digital games can be used as tools for connection has gained increased attention in recent months with global quarantines as a result of COVID-19. This article reviews the research that has examined the utility of digital games for older adults, … Show more

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Cited by 9 publications
(2 citation statements)
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“…This finding is in line with Kim and Lee who highlights the growing prevalence of video game usage during the Covid-19 pandemic based on reports of individuals' experiences and perspectives ( 39 ). Marston and colleagues suggest that the benefits of virtual socialization, inherent in online videogames, could be used as a method to decrease some of the negative factors caused by the pandemic, such as stress, depression and a sense of loneliness ( 40 ). The use of virtual socialization to counteract loneliness is relevant also for non-pandemic times, and is perhaps particularly relevant for persons who face chronic barriers to socialization, such as those with physical disabilities ( 41 ).…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…This finding is in line with Kim and Lee who highlights the growing prevalence of video game usage during the Covid-19 pandemic based on reports of individuals' experiences and perspectives ( 39 ). Marston and colleagues suggest that the benefits of virtual socialization, inherent in online videogames, could be used as a method to decrease some of the negative factors caused by the pandemic, such as stress, depression and a sense of loneliness ( 40 ). The use of virtual socialization to counteract loneliness is relevant also for non-pandemic times, and is perhaps particularly relevant for persons who face chronic barriers to socialization, such as those with physical disabilities ( 41 ).…”
Section: Discussionmentioning
confidence: 99%
“…Moreover, playing videogames has become one of the most common leisure activities in the world ( 9 ). The change in attitude is also prevalent in research, which has lately taken a more neutral stance in which both positive and negative factors of the activity are investigated ( 14 16 , 21 , 40 , 52 , 53 ). In addition, society has been greatly digitalized over the past decade, with more focus on technology in everyday activities.…”
Section: Discussionmentioning
confidence: 99%