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 s...
This study examined the relationship between video game playing and loneliness and compared competit...
Since the outbreak of COVID-19, reports have shown a significant rise in videogame engagement due to...
COVID-19 has prompted widespread self-isolation and citywide/countrywide lockdowns. The World Health...
In this nonconfirmatory qualitative study, we pursued a range of hypotheses regarding how gaming ope...
The COVID-19 pandemic caused tremendous economic and social disruption devastating people’s liveliho...
The Covid-19 outbreak, which has been declared a pandemic since March 2020, has been causing problem...
Do people use games to cope with adverse life events and crises? Research informed by self-determina...
Objective: The self-isolation measures employed during the COVID-19 pandemic made it difficult for b...
It has now been over a year since the start of the COVID-19 pandemic, resulting millions of infectio...
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...
COVID-19 has brought many changes and one of the biggest of these is the dependence on the computer ...
Background: Electronic sports (esports) has become a practical intervention for young people craving...
The COVID-19 pandemic has affected the way many people live their lives. The increasing amount of ti...
Do people use games to cope with adverse life events and crises? Research informed by self-determina...
This study examined the relationship between video game playing and loneliness and compared competit...
Since the outbreak of COVID-19, reports have shown a significant rise in videogame engagement due to...
COVID-19 has prompted widespread self-isolation and citywide/countrywide lockdowns. The World Health...
In this nonconfirmatory qualitative study, we pursued a range of hypotheses regarding how gaming ope...
The COVID-19 pandemic caused tremendous economic and social disruption devastating people’s liveliho...
The Covid-19 outbreak, which has been declared a pandemic since March 2020, has been causing problem...
Do people use games to cope with adverse life events and crises? Research informed by self-determina...
Objective: The self-isolation measures employed during the COVID-19 pandemic made it difficult for b...
It has now been over a year since the start of the COVID-19 pandemic, resulting millions of infectio...
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...
COVID-19 has brought many changes and one of the biggest of these is the dependence on the computer ...
Background: Electronic sports (esports) has become a practical intervention for young people craving...
The COVID-19 pandemic has affected the way many people live their lives. The increasing amount of ti...
Do people use games to cope with adverse life events and crises? Research informed by self-determina...
This study examined the relationship between video game playing and loneliness and compared competit...
Since the outbreak of COVID-19, reports have shown a significant rise in videogame engagement due to...
COVID-19 has prompted widespread self-isolation and citywide/countrywide lockdowns. The World Health...