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

Erica Kleinman, Sara Chojnacki, Magy Seif El-Nasr

2021Year
33Citations
3Top-tier citations

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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