Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns
Authors
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
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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.
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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.
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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
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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
- Data is available on the Open Science Framework (OSF) platform: https://osf.io/vp7ye
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.
Research Questions / Practical Problems
Question signals indexed for this paper.
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Research Questions
3- During COVID-19 lockdowns, did people use games to compensate for unmet psychological needs?Category: Child Digital Wellbeing and Gaming ExperienceSimilar questionsarrow_forward
- Which game design features (e.g., open worlds, challenging tasks) were key to satisfying psychological needs?Category: Child Digital Wellbeing and Gaming ExperienceSimilar questionsarrow_forward
- What is the relationship between psychological need satisfaction in games and psychological need states in daily life?Category: Child Digital Wellbeing and Gaming ExperienceSimilar questionsarrow_forward
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Practical Problems
1- During pandemic lockdowns, people felt psychological needs (e.g., autonomy, relatedness) were unmet.Category: Child Digital Wellbeing and Gaming ExperienceSimilar questionsarrow_forward
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DOI: https://dl.acm.org/doi/abs/10.1145/3491102.3501858
At a Glance
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Source
CHI
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Year
2022
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Authors
4 authors
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Subtopics
Game UX & Player Behavior, Mental Health Apps & Online Support Communities
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Professions
Psychiatrists & Psychotherapists, Esports Players & Live Streamers, Esports Athletes
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Content Status
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