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

Game UX & Player BehaviorSerious & Functional GamesMultiplayer & Social GamesGame Developers & DesignersEsports Players & Live StreamersHCI Researchers

Title of the Paper

The Gang’s All Here: How People Used Games to Cope with COVID-19 Quarantine

Bibliographic Information

  • Subject Area: Games and Mental Health, Social Connection
  • Keywords: Games, Gaming Experience, COVID-19, Quarantine, Social Connection, Loneliness, Mental Health, Digital Games, Emotional Management, Gamification

Research Background and Problem

  • Identified Issues or Challenges: The isolation caused by COVID-19 led to an increase in mental health problems while simultaneously driving a surge in video game usage. However, previous studies have primarily focused on the benefits of gaming in regular contexts, lacking research on new gamers or non-heavy gamers during quarantine.
  • Importance of the Problem: The psychological stress caused by quarantine during the pandemic had a significant impact on public health. Exploring the role of games in this unique environment can provide guidance for addressing similar situations or psychological interventions in the future.
  • Research Motivation and Related Work: Existing studies indicate that games can promote social connection, alleviate negative emotions, and even serve therapeutic purposes. However, it remains to be verified whether these benefits are still applicable in the context of isolation or if new usage patterns emerge.

Solution

  • Research Methods:
    • The authors designed a two-phase qualitative study:
      1. Phase One: Conducted thematic analysis on 2,000 tweets related to gaming behavior during quarantine (sampled in April 2020).
      2. Phase Two: Developed 12 open-ended survey questions based on the Twitter analysis, distributed via an online questionnaire (Qualtrics), and collected 130 responses.
    • The survey results were categorized into 15 themes and divided into 4 categories (mental health, social connection, reality substitution, and game creation).
  • Innovations:
    • Introduced the specificity of the quarantine context, uncovering new gaming usage patterns, such as "using game characters as substitutes for real-life interactions" and "games providing routine activities."
    • Designed the questionnaire using social media data to minimize researcher bias.
  • Implementation Steps and Techniques:
    • Collected social media data using the Twitter API and validated inter-rater reliability (IRR) with Cohen’s kappa (achieving a high IRR of 0.84).
    • Used Facebook ads to enhance sample diversity for the online survey, achieving an IRR of 0.86 for data classification consistency.

Research Findings

  • Specific Findings:

    • Games for Mental Health Maintenance:
      • Used to alleviate loneliness, cope with mental health issues, escape reality, replace lost daily routines, and maintain positive emotions.
    • Games as Tools for Social Connection:
      • Connecting with distant friends and family, meeting new people, and strengthening bonds with co-isolators.
    • Games as Reality Substitutes:
      • Hosting virtual events, using game characters as substitutes for real-life interactions, and recreating real-world scenarios.
    • Quarantine Time Encouraging Game Creation:
      • Some individuals attempted to develop games or gamify daily activities.
  • Comparison with Existing Solutions:

    • Confirmed previous conclusions about the social and emotional benefits of games but supplemented them with entirely new patterns specific to the quarantine context.
    • For example, discovered that the sense of community provided by non-player characters (NPCs) and daily tasks in games could also alleviate loneliness and offer psychological support.
  • Experimental or Evaluation Results:

    • Over 60% of respondents increased their weekly gaming time from 5-10 hours pre-pandemic to over 20 hours during quarantine.
    • Approximately 80% of respondents relied on games to fill the void left by missing daily routines, helping them endure quarantine stress.
  • Limitations and Future Directions:

    • Focused solely on U.S. residents, potentially overlooking cultural differences in other countries.
    • Data sources were primarily social media platforms (Twitter and Facebook), which may introduce platform selection bias.
    • The sample size was relatively small; future research should expand the scope to include other groups or regions.
    • Future directions include exploring the sustainability of game development motivations and whether these psychological benefits persist post-quarantine.

Conclusion and Impact

This study reveals how games helped people cope with challenges during unique circumstances (e.g., COVID-19 quarantine) by promoting mental health and social connection. These findings provide a foundation for designing game applications tailored to special needs, with potential extensions to long-term isolation professions (e.g., astronauts) or other psychological intervention scenarios.

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https://hci.top/en/papers/chi/47767/2021

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DOI: https://doi.org/10.1145/3411764.3445072
At a Glance

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Source
CHI
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Year
2021
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3 authors
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Subtopics
Game UX & Player Behavior, Serious & Functional Games, Multiplayer & Social Games
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Game Developers & Designers, Esports Players & Live Streamers, HCI Researchers
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