| Literature DB >> 36035253 |
Veli-Matti Karhulahti1, Henri Nerg1, Tanja Laitinen1, Antti Päivinen1, Yingrong Chen1.
Abstract
In this nonconfirmatory qualitative study, we pursued a range of hypotheses regarding how gaming operates in the lives and psychosocial wellbeing of those who actively play videogames during a crisis, such as the COVID-19 pandemic in 2020. Informed by an explorative survey (N = 793), interpretive phenomenological analysis was applied to interview data from actively gaming Chinese (n = 10) and Finnish (n = 10) participants. Our findings demonstrate how the general increase of pandemic-time gaming did not manifest in all player groups, but in some life contexts gaming activity rather decreased along with reformations in subjective meaning hierarchies and values. Ultimately, eight subordinate themes were refined into testable hypotheses. The study encourages policies that promote socially supportive gaming during pandemic-like situations to consider including personally meaningful solitary play in their recommendations and highlighting context-specificity over generalization. Finally, as almost all our data points echoing experiences of decreasing gaming activity came from China, we stress the importance of culturally diverse samples in the psychological study of global phenomena. Supplementary Information: The online version contains supplementary material available at 10.1007/s12144-022-03586-x.Entities:
Keywords: Covid-19; Gaming; Qualitative methods; Technology use; Wellbeing
Year: 2022 PMID: 36035253 PMCID: PMC9393080 DOI: 10.1007/s12144-022-03586-x
Source DB: PubMed Journal: Curr Psychol ISSN: 1046-1310
Fig. 1A workflow diagram of the study
Selected (abstracted) participant details (N = 20). Gaming activity * = decreased, ** = maintained, *** = increased
| Age | Occupation | Household | Country | Gender | |
|---|---|---|---|---|---|
| 1*** | 20–25 | From customer manager to broadcast media | Lives with parents | China | Man |
| 2** | 20–25 | Manager assistant | Lives alone | China | Woman |
| 3* | 20–25 | Security guard, game companion | Lives with parents | China | Man |
| 4*** | 20–25 | Graphic designer, game companion | Lives alone | China | Woman |
| 5** | 20–25 | Waitress | Lives with partner | China | Woman |
| 6** | 20–25 | Telemarketer | Lives with/near partner | China | Man |
| 7*** | < 20 | Digital artist, student | Lives with roommates | China | Woman |
| 8** | 25–30 | Sales, part-time online sales | Lives alone | China | Woman |
| 9*** | 20–25 | Previously clerk, now unemployed | Lives alone | China | Man |
| 10* | 20–25 | Unemployed, part-time sales | Lives alone | China | Man |
| 11*** | 25–30 | Student, part-time teacher | Lives with partner | Finland | Woman |
| 12*** | 30–35 | From healthcare work to student | Lives with family/children | Finland | Woman |
| 13*** | 20–25 | Fulltime student | Lives alone | Finland | Man |
| 14*** | 30–35 | Healthcare work | Lives with family/children | Finland | Woman |
| 15** | 25–30 | Remote work (unspecified) | Lives alone | Finland | Woman |
| 16*** | 20–25 | Unemployed, starting to work | Lives alone | Finland | Woman |
| 17** | 20–25 | Fulltime student | Lives alone | Finland | Woman |
| 18*** | 25–30 | Office worker | Lives alone | Finland | Woman |
| 19*** | 30–35 | Teacher | Lives alone | Finland | Woman |
| 20** | 20–25 | Student, starting to work | Lives alone | Finland | Man |
A summary of the participants’ (N = 20) experiences during the pandemic. 7DtT = Seven Days to Die, CSGO = Counter Strike: Global Offensive, HoK = Honor of Kings (王者荣耀), LoL = League of Legends
| Emotional State | Changes in Life | Videogames Played | Gaming Experiences… Function/Meaning | ||
|---|---|---|---|---|---|
| 1 | Challenged and struggling | Unemployment followed by a new broadcast job | HoK, PUBG | Competitive excitement; social joy | A regular means for escapism |
| 2 | Uncertain and yearning | Salary suspended; increase in social interaction | HoK | Feeling skilled and meeting new people | A core particle of daily life routines |
| 3 | Guilty and lonely but hopeful | Grandparents ill and parents unemployed; new gaming-related job | HoK, PUBG, QQ Speed | Previously feelings of mastery and skill, now social exploration | Polar: occupation, private (socially significant) |
| 4 | Bored and uncertain | Work suspended, new gaming-related job; more time for friends/family | HoK, QQ Speed | Agency in a private space (when not playing to work) | Polar: occupation, private (calming routines) |
| 5 | Depressed and lonely | Salary suspended; valuable social meetings cancelled | HoK, PUBG | Social satisfaction | Tool to cope with lacking social life |
| 6 | Frustrated but relaxed | Some social events cancelled | HoK | Social exploration | Deepening of social bonds |
| 7 | Blue and downhearted | A good friend passed away | HoK | Relaxing alone, but harassed by toxicity | Personal place of comfort |
| 8 | Happy and fortunate | Salary was cut down, but a new online sales job | Love & Producer, Love Nikki, Dragon Raja | Romantic fantasy | Identity particle; parasocial bonds |
| 9 | Lack of motivation and energy, feeling numb | The company he worked for was shut down | Crossfire, HoK | Solitary pleasures of absorption, progress | A hiding place from life issues |
| 10 | Anxious, “awaken” to a reality | Unemployment followed by a new job | HoK | Personal achievement and social exploration | Tool to cope with negative emotions |
| 11 | Stressed and worried, but well | Diminished social routines; controlling news intake | Borderlands 3, Harry Potter: Wizards Unite | Thrill of achievement and completion | Identity particle; routine-supportive |
| 12 | Lonely and strained, but generally satisfied | Diminished social routines, but children are more at home; studies remotely | Pokémon Masters, Hay Day, Zombies Run! | Committed to achieve daily goals; absorbed in stories/development | Identity particle; tool for relaxation and socializing |
| 13 | Lack of motivation, isolated, and uncertain | Studying became remote, physical hobbies and social events all cancelled | Among Us, Minecraft, CSGO, Hearts of Iron 4 | Explorative freedom and planning; hanging out with friends | Identity particle; coping tool for lacking social life |
| 14 | Stressed and uncertain | Important travels and social events cancelled | I Love Hue, Minecraft, Growtopia, Monument Valley, Push Sushi | Aesthetic beauty, order, and control; bonding with family | Identity particle; coping tool for mood and stress |
| 15 | Peace of mind and happiness | A new remote job; more free time and energy; many new hobbies and projects | Beat Saber, Skyrim, Fallout 4, Spyro the Reignited Trilogy | Sensing audiovisual beauty; accomplishing and learning things | Basis of identity; bad days remedy and exercise tool |
| 16 | Frustrated, but mood swings quickly | A new job; time spent with friends turned completely virtual; knits when stressed | Among Us, LoL, World of Warcraft, Tabletop Simulator | Sharing good moments with others; having diverse “fun” | Identity particle; a means for being with friends |
| 17 | Occasional boredom, but overall content | Spontaneous social life is no more possible; board gaming has turned virtual | Monster Hunter, Noita, Mount & Blade 2, Tabletop Simulator | Feelings of achievement and cooperation | Identity particle; provides sense of progression |
| 18 | Calm and relaxed | Work now remote; more time for self and friends | CSGO, Walking Dead: Our World, Fruit Ninja | Sharing moments with others; routine joy | Identity particle; basis for routines |
| 19 | Happy; empathizes for those who are less | Musical hobbies cancelled but more work; less opportunities with friends | Animal Crossing, Final Fantasy 7, Dungeons & Dragons | Story immersion; positive escape via learning/success | Identity particle; brings a sense of content/structure |
| 20 | Frustrated but well | Studies turned remote and moved to a new job; key social events cancelled | Minecraft, War Thunder, Rising Storm 2, CSGO, 7DtD | Feelings of excitement and cooperation | A core particle of daily life routines and social life |
Fig. 2Eight subordinate themes of COVID-19 experiences based on the interviews (N = 20)
Selected descriptive statistics of the survey (N = 793)
| Finland ( | China ( | |||
|---|---|---|---|---|
| In what way have the restrictions of movement and gathering (COVID-19 pandemic) affected your gaming? | ||||
| I play much less | 0 | 0% | 34 | 5.3% |
| I play less | 4 | 2.6% | 107 | 16.7% |
| No effect | 93 | 61.2% | 193 | 30.1% |
| I play more | 43 | 28.3% | 253 | 39.5% |
| I play much more | 12 | 7.9% | 54 | 8.4% |
| In what way have the restrictions of movement and gathering (COVID-19 pandemic) affected your affected your reading habits (novels, comics, nonfiction, other literature)? | ||||
| I read much less | 2 | 1.3% | 50 | 7.8% |
| I read less | 3 | 2.0% | 116 | 18.1% |
| No effect | 111 | 73.0% | 245 | 38.2% |
| I read more | 34 | 22.4% | 197 | 30.7% |
| I read much more | 2 | 1.3% | 33 | 5.2% |
| In what way have the restrictions of movement and gathering (COVID-19 pandemic) affected your TV watching? | ||||
| I watch much less | 4 | 2.6% | 30 | 4.7% |
| I watch less | 5 | 3.3% | 121 | 18.9% |
| No effect | 110 | 72.4% | 186 | 29.0% |
| I watch more | 31 | 20.4% | 244 | 38.1% |
| I watch much more | 2 | 1.3% | 60 | 9.3% |
| In what way have the restrictions of movement and gathering (COVID-19 pandemic) affected your physical activity? | ||||
| I am much less active | 9 | 5.9% | 65 | 10.2% |
| I am less active | 39 | 25.7% | 154 | 24.0% |
| No effect | 66 | 43.4% | 216 | 33.7% |
| I am more active | 33 | 21.7 | 172 | 26.8% |
| I am much more active | 5 | 3.3% | 34 | 5.3% |
Themes of the responses (n = 399) to the open question “Have you noticed other changes regarding gaming, esports, or related media use due to the restrictions (COVID-19)?” in the survey
| Finland ( | China ( | |||
|---|---|---|---|---|
| Social gaming increased | 14 | 87 | ||
| Gaming with different people | 7 | 27 | ||
| Playing different videogames | 5 | 102 | ||
| Using different media | 9 | 5 | ||
| Cancellations, life issues | 12 | 129 | ||