Abstract This thesis researches if there is a correlation between gaming and reduction in loneliness. Gaming hours have increased since COVID-19 came, worldwide the number of time spent on video games was up by 36% (Statista, 2020). Loneliness is also increasing, “Folkehelseinstituttet” conducted a survey; data showed that loneliness among students was high, and those who lived in Bergen and Oslo had the highest levels of loneliness. (FHI, 2020) Data from the survey conducted for this thesis shows that participants see gaming as sosial, they form long lasting relationships that get them through tough times. Though this thesis survey only has data based on self reported gaming hours, not actual numbers it can be used as a base for further st...
The COVID-19 pandemic has affected our lives in many ways, including how we choose to spend our time...
The COVID-19 pandemic has affected our lives in many ways, including how we choose to spend our time...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
This study examined the relationship between video game playing and loneliness and compared competit...
Video games are a ubiquitous form of entertainment that also have the potential to fulfil the social...
The COVID-19 outbreak has been shown to have had a negative impact on mental health: Furthermore, lo...
The COVID-19 outbreak has been shown to have had a negative impact on mental health: furthermore, lo...
The COVID-19 pandemic caused tremendous economic and social disruption devastating people’s liveliho...
Objective: The self-isolation measures employed during the COVID-19 pandemic made it difficult for b...
The Swedish national regulations and advice that the Covid-19 pandemic has entailed have resulted in...
(Statement of Responsibility) by Lucas Rencker-Usui(Thesis) Thesis (B.A.) -- New College of Florid...
Do people use games to cope with adverse life events and crises? Research informed by self-determina...
COVID-19 has been a global healthcare concern impacting multiple aspects of individual and community...
In this nonconfirmatory qualitative study, we pursued a range of hypotheses regarding how gaming ope...
Computer gaming is prevalent in today's society, especially for young adults. For some, however, com...
The COVID-19 pandemic has affected our lives in many ways, including how we choose to spend our time...
The COVID-19 pandemic has affected our lives in many ways, including how we choose to spend our time...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
This study examined the relationship between video game playing and loneliness and compared competit...
Video games are a ubiquitous form of entertainment that also have the potential to fulfil the social...
The COVID-19 outbreak has been shown to have had a negative impact on mental health: Furthermore, lo...
The COVID-19 outbreak has been shown to have had a negative impact on mental health: furthermore, lo...
The COVID-19 pandemic caused tremendous economic and social disruption devastating people’s liveliho...
Objective: The self-isolation measures employed during the COVID-19 pandemic made it difficult for b...
The Swedish national regulations and advice that the Covid-19 pandemic has entailed have resulted in...
(Statement of Responsibility) by Lucas Rencker-Usui(Thesis) Thesis (B.A.) -- New College of Florid...
Do people use games to cope with adverse life events and crises? Research informed by self-determina...
COVID-19 has been a global healthcare concern impacting multiple aspects of individual and community...
In this nonconfirmatory qualitative study, we pursued a range of hypotheses regarding how gaming ope...
Computer gaming is prevalent in today's society, especially for young adults. For some, however, com...
The COVID-19 pandemic has affected our lives in many ways, including how we choose to spend our time...
The COVID-19 pandemic has affected our lives in many ways, including how we choose to spend our time...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...