Gaming in Pandemic Times: An International Survey Assessing the Effects of COVID-19 Lockdowns on Young Video Gamers’ Health
Joanne DiFrancisco-Donoghue (),
Bernat De las Heras,
Orville Li,
Jake Middleton and
Min-Kyung Jung
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Joanne DiFrancisco-Donoghue: Department of Osteopathic Medicine, New York Institute of Technology, College of Osteopathic Medicine (NYITCOM), Old Westbury, NY 11568, USA
Bernat De las Heras: School of Physical and Occupational Therapy, Faculty of Medicine, McGill University, Montreal, QC H3A 0G4, Canada
Orville Li: School of Physical and Occupational Therapy, Faculty of Medicine, McGill University, Montreal, QC H3A 0G4, Canada
Jake Middleton: Indiana Institute of Technology, Fort Wayne, IN 46803, USA
Min-Kyung Jung: Department of Osteopathic Medicine, New York Institute of Technology, College of Osteopathic Medicine (NYITCOM), Old Westbury, NY 11568, USA
IJERPH, 2023, vol. 20, issue 19, 1-12
Abstract:
The onset of COVID-19 coincided with the peak growth of video game usage, with 2.7 billion gamers in 2020. During the pandemic, gaming and streaming platforms offered an entertaining, social, and safe alternative to recreation during severe lockdowns and social isolations. This study aimed to examine the impact of the COVID-19 pandemic on health-related outcomes in self-proclaimed video gamers based on the type of lockdown experienced and to discuss the potential role of video games during times of preventive lockdown measures. This was a cross-sectional international survey constructed by two academic institutions, NYIT (NY, USA) and McGill University (Montreal, Canada), and Adamas Esports (BC, Canada). The survey consisted of questions including demographics, multiple choice, ratings, and Likert scales relating to the periods prior to and during the COVID-19 lockdowns. There were 897 respondents from North America (72.7%), Europe (10.9%), Asia (4.9%), and other countries (11.5%), with a mean age of 22 years. Significant increases in game time were reported in casual and competitive gamers during the first months of the pandemic. The level of gaming, type of lockdown, and physical activity level prior to the pandemic were examined as potential moderating factors. Significant increases in sedentary behaviors (video game time and sitting time) were observed, while physical activity levels remained unchanged in most participants, regardless of the type of lockdown. Sleep time, but not sleep quality, increased, while mental health exhibited opposing effects, influenced by the type of lockdown and gaming competition levels. Video games, when played moderately, could offer a cost-effective, safe strategy to promote socialization and mental health and improve the overall well-being of the non-gaming and gaming population during pandemic times when strict lockdowns are in place.
Keywords: pandemic; esports; gaming (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2023
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Persistent link: https://EconPapers.repec.org/RePEc:gam:jijerp:v:20:y:2023:i:19:p:6855-:d:1250142
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