Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns

Game UX & Player BehaviorMental Health Apps & Online Support CommunitiesPsychiatrists & PsychotherapistsEsports Players & Live StreamersEsports Athletes

Title of the Paper

Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns

Paper Information

  • Research Area: Gaming, Human-Computer Interaction, Psychology, Self-Determination Theory
  • Keywords: Gaming, Psychological Needs, Coping, Compensation, Mixed Methods, COVID-19, Mental Health, Social Isolation

Research Background and Questions

  • Identified Issues or Challenges:

    • Crises and disasters (e.g., the COVID-19 pandemic) negatively impact mental health, including anxiety, stress, depression, and feelings of loneliness.
    • Particularly in situations of social isolation, whether games can effectively support psychological needs and coping mechanisms lacks rigorous empirical evidence.
    • Existing literature offers many speculations about games compensating for psychological needs but lacks direct evidence on how gaming choices fulfill these needs.
  • Significance:

    • Increased gaming usage during lockdowns suggests it may serve as an important coping tool.
    • Understanding how games influence psychological need compensation can inform the design of effective games and promote healthy gaming behaviors.
  • Research Motivation and Related Work:

    • Based on Self-Determination Theory (SDT), the fulfillment of psychological needs (autonomy, competence, relatedness) is fundamental to mental health.
    • Games are thought to provide a high density of psychological need satisfaction, but compulsive gaming behaviors may lead to negative outcomes.

Proposed Solution

  • Methods:

    • A mixed-methods survey involving 285 participants was conducted to study the impact of the early stages of the pandemic on psychological needs.
    • Quantitative methods: Psychological need satisfaction and frustration in daily life and gaming were measured using BPNSFS and UPEQ scales.
    • Qualitative methods: Open-ended questions explored how games compensate for psychological needs, analyzing game features and mechanisms.
  • Innovations:

    • The first study to explore gaming behavior from the perspective of need compensation.
    • Differentiates and examines the impact of daily life need satisfaction and frustration on gaming choices.
  • Implementation Steps and Key Techniques:

    • Data collection through surveys, followed by classification, coding, and analysis.
    • Correlation analysis to explore patterns in quantitative data.
    • Qualitative content analysis combining theoretical frameworks and open coding to uncover how gaming experiences fulfill psychological needs.

Research Outcomes

  • Key Findings:

    • During lockdowns, people actively chose games to compensate for unmet psychological needs in daily life, particularly autonomy, competence, and relatedness.
    • Different game design features (e.g., open-world environments, autonomous actions, challenging tasks) play distinct roles in need satisfaction.
    • Quantitative data revealed a "Matthew Effect": higher daily need satisfaction correlated positively with gaming need satisfaction, while lower daily need satisfaction did not significantly benefit from gaming.
  • Advantages Compared to Existing Solutions:

    • Provides direct evidence supporting the need compensation hypothesis in SDT.
    • Highlights mechanisms linking game design and player behavior to psychological need satisfaction.
  • Experimental and Evaluation Results:

    • Quantitative results showed a positive correlation between need satisfaction in gaming and daily life need states.
    • Qualitative findings revealed specific scenarios where games acted as compensatory tools, such as providing virtual spaces to counteract restrictions on physical movement during isolation.
    • While games satisfied psychological needs, they could also evoke negative emotions (e.g., guilt), depending on individual perceptions and evaluations of gaming.
  • Limitations:

    • Data collection occurred during the early pandemic; changes in needs over time may differ.
    • Cross-sectional study design cannot establish causality; quantitative results do not explain the dynamic compensation process.
    • Sample skewed towards more active gamers, potentially excluding general user behaviors.
  • Future Directions:

    • Longitudinal studies to verify causal relationships between compensatory gaming behavior and mental health.
    • Exploration of individual factors (e.g., age, gender, social environment) influencing need compensation and gaming effects.
    • Use of experience sampling or ecological momentary assessment to track short-term compensatory behaviors.
    • Investigation of how sociocultural attitudes facilitate or hinder gaming as a tool for psychological need compensation.

Data and Code Availability

Software and Tools

  • Quantitative analysis: Conducted using R version 4.0.3 and related statistical packages (tidyverse, MBESS, etc.).
  • Qualitative analysis: Content analysis performed using MAXQDA version 12.

Funding and Support

  • This research was funded by the Digital Creativity Labs and the Centre for Intelligent Games and Game Intelligence, supported by the UK EPSRC and AHRC.

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https://hci.top/en/papers/chi/69027/2022

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DOI: https://dl.acm.org/doi/abs/10.1145/3491102.3501858
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CHI
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2022
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Game UX & Player Behavior, Mental Health Apps & Online Support Communities
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Psychiatrists & Psychotherapists, Esports Players & Live Streamers, Esports Athletes
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