Abstract
Amidst the disruptions of the COVID-19 pandemic, video games were used heavily, presumably to help cope with negative moods and social isolation. This study sought to understand the implications of such play on well-being within a particular sample. Drawing on uses and gratifications and self-determination theories, the study adopted a longitudinal perspective incorporating data from one game, both before and during the pandemic. Data included both repeated cross-sectional surveys as well as unobtrusive, within-game measures. Among players of a marginally social, large-scale, team-based vehicle combat game (World of Tanks), play time increased slightly while well-being was generally steady. Increases in play were associated with increases in competence, which in turn lead to higher well-being. The theoretical implications and generalizability of the findings are discussed.
Original language | English (US) |
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Journal | Games and Culture |
DOIs | |
State | Accepted/In press - 2024 |
Keywords
- covid-19
- design
- longitudinal
- relatedness
- uses and gratifications
- video games
- well-being
ASJC Scopus subject areas
- Cultural Studies
- Communication
- Anthropology
- Arts and Humanities (miscellaneous)
- Applied Psychology
- Human-Computer Interaction