| Literature DB >> 35465561 |
Andrew Z H Yee1, Jeremy R H Sng2.
Abstract
The COVID-19 pandemic has affected the way many people live their lives. The increasing amount of time spent indoors and isolated during periods of lockdown has been accompanied by an increase in the time people spend playing video games. One such game which soared in popularity during the early stages of the pandemic was Animal Crossing: New Horizons. Through semi-structured interviews with players, and using a theory-informed qualitative analysis, we document and examine players' motivations and experiences playing Animal Crossing: New Horizons during the pandemic. Findings suggest that playing the game helped satisfy various psychological needs-autonomy, relatedness, and competence-as described by Self-Determination Theory. Conversely, players stopped playing the game when they found that their psychological needs were thwarted or better met through other activities. Our findings offer support that video games can offer psychological relief in stressful contexts by providing opportunities for people to satisfy key psychological needs. Theoretical and practical implications are discussed.Entities:
Keywords: COVID-19; mental wellbeing; psychological needs; self-determination theory; video games
Year: 2022 PMID: 35465561 PMCID: PMC9022176 DOI: 10.3389/fpsyg.2022.800683
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Information about participants.
| Pseudonym | Gender | Age | Country | Living arrangements | New to gaming |
|---|---|---|---|---|---|
| Chloe | Female | 25 | Singapore | With People | No |
| Taylor | Female | 34 | Singapore | With People | No |
| Harold | Male | 25 | Singapore | With People | No |
| Yasmin | Female | 20 | Singapore | With People | No |
| Natalie | Female | 29 | Australia | With People | No |
| Daryl | Male | 26 | Singapore | With People | No |
| Victoria | Female | 25 | Singapore | With People | No |
| Jenna | Female | 23 | United States | With People | No |
| Graham | Male | 29 | Singapore | With People | Yes |
| Clarissa | Female | 21 | Singapore | With People | Yes |
| Denise | Female | 25 | Singapore | With People | No |
| Ella | Female | 21 | Singapore | With People | No |
| Hilda | Female | 19 | United Kingdom | With People | No |
| Lewis | Male | 28 | Taiwan | Alone | No |
| Thomas | Male | 30 | Singapore | With People | No |
| Vanessa | Female | 26 | Singapore | With People | Yes |
| Chris | Male | 26 | Singapore | With People | No |
Key themes, sub-themes, and specific quotes.
| Theme | Sub-theme | Exemplar |
|---|---|---|
| Satisfying the need for autonomy | Sense of escape and virtual substitutes for restricted activities | “Hm, I think it’s because during [the] lockdown, no one could travel. But in Animal Crossing… it feels so real, you go into an airport, then you take an airplane, and you fly. I kind of like that experience a lot… because it feels like you are flying, you know?” |
| Freedom of expression | “In the game, I set aside a small memorial for my [stillborn] daughter, so, I guess going in from time to time does have that…I think…where you have a place where it’s not anybody else but yours.” | |
| Freedom to set one’s own goals | “The selling point of Animal Crossing is that I did not have to conform to any goal, I do not have to achieve a particular objective…I can just do whatever I want, set my own goals.” | |
| Satisfying the need for relatedness | Maintaining existing connections | “…hang with people you cannot meet in-person…” |
| Sense of connection to a broader community | “But there’s another aspect [to] the community, in general, with people [who] play Animal Crossing. It’s not like we | |
| Enabling new connections | “Of course, I looked for friends online to play with. We got close and even met up in real life a few times.” | |
| Non-playable characters | “Okay, I know, it is just a piece of code, I know that this game has no real bearings on real life, but you know whenever I…upset a villager or the villager ask where have I been, I actually do kinda feel bad about it.” | |
| Satisfying the need for competence | Setting and meeting goals | “I feel like I get a lot of my sense of self-worth from [in-game] achievements. In the real world that is very hard to control…but in the game, you know what those rules are.” |
| Social aspects of competence | “If the island was just for me, I would not put in so much effort into designing it.” | |
| Blurring of lines between the virtual and the real | “In the house you can do up your own wallpaper. Put your own furniture…you can even customize your own designs…I work in a preschool, so just for fun, I create my kids’ uniform inside the game.” | |
| Needs frustration and reduced motivation to play ACNH | “[There] is a very big cancel-culture [in Animal Crossing]. It is very big. If you [have] a decently big account, I mean 5 k followers on Twitter and you make a mistake, they will actually go and mass-report the account. It is quite toxic to be honest.” |