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, p...
It has now been over a year since the start of the COVID-19 pandemic, resulting millions of infectio...
Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving i...
Currently, gaming is the world's favorite form of entertainment. Various studies have shown how game...
The COVID-19 pandemic caused tremendous economic and social disruption devastating people’s liveliho...
Since the outbreak of COVID-19, reports have shown a significant rise in videogame engagement due to...
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...
Do people use games to cope with adverse life events and crises? Research informed by self-determina...
The Covid-19 outbreak, which has been declared a pandemic since March 2020, has been causing problem...
In this nonconfirmatory qualitative study, we pursued a range of hypotheses regarding how gaming ope...
This proposal focuses on the multifaceted interplay between video games, connectiveness, and online ...
This paper discusses Animal Crossing: New Horizons’ (ACNH) release during the COVID-19 pandemic, and...
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...
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...
Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving i...
Currently, gaming is the world's favorite form of entertainment. Various studies have shown how game...
The COVID-19 pandemic caused tremendous economic and social disruption devastating people’s liveliho...
Since the outbreak of COVID-19, reports have shown a significant rise in videogame engagement due to...
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...
Do people use games to cope with adverse life events and crises? Research informed by self-determina...
The Covid-19 outbreak, which has been declared a pandemic since March 2020, has been causing problem...
In this nonconfirmatory qualitative study, we pursued a range of hypotheses regarding how gaming ope...
This proposal focuses on the multifaceted interplay between video games, connectiveness, and online ...
This paper discusses Animal Crossing: New Horizons’ (ACNH) release during the COVID-19 pandemic, and...
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...
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...
Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving i...
Currently, gaming is the world's favorite form of entertainment. Various studies have shown how game...