The Gang’s All Here: How People Used Games to cope with COVID19 Quarantine

要旨

In 2020, the rapid spread of COVID-19 forced many people to self-isolate, resulting in struggles with mental health [60], and an increase in gaming [3]. In this paper, we seek to examine how individuals used digital games during the quarantine. We conducted a two-tier qualitative study where we used a thematic analysis of tweets to derive questions for an online survey that we distributed. Results of thematic analysis of survey responses identified 15 themes. Some themes confirm previous works’ findings, particularly how games are used to increase social connection or distract oneself from unpleasant situations. We also found new themes unique to the quarantine, such as interactions with non-player characters used as a surrogate for real-world interaction and using in-game routines as a substitute to real-world routines lost due to the pandemic. This work discusses the use of games during the pandemic and can be seeds for future studies.

著者
Erica Kleinman
UC Santa Cruz, Santa Cruz, California, United States
Sara Chojnacki
Northeastern University, Boston, Massachusetts, United States
Magy Seif El-Nasr
University of California at Santa Cruz, Santa Clara, California, United States
DOI

10.1145/3411764.3445072

論文URL

https://doi.org/10.1145/3411764.3445072

動画

会議: CHI 2021

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2021.acm.org/)

セッション: eSports, Streaming, Social Play

[A] Paper Room 06, 2021-05-10 17:00:00~2021-05-10 19:00:00 / [B] Paper Room 06, 2021-05-11 01:00:00~2021-05-11 03:00:00 / [C] Paper Room 06, 2021-05-11 09:00:00~2021-05-11 11:00:00
Paper Room 06
12 件の発表
2021-05-10 17:00:00
2021-05-10 19:00:00
日本語まとめ
読み込み中…