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IMPACT OF THE CONFINEMENT ON THE USE OF VIDEO GAMES, GAMING-RELATED MOTIVATIONS: A QUANTITATIVE AND QUALITATIVE STUDY
Author(s) -
Gaëlle Bodi,
Célia Maintenant,
Valérie Pennequin
Publication year - 2021
Publication title -
psychological applications and trends
Language(s) - English
Resource type - Conference proceedings
ISSN - 2184-3414
DOI - 10.36315/2021inpact002
Subject(s) - feeling , distancing , social distance , face (sociological concept) , covid-19 , psychology , video game , face to face , social psychology , internet privacy , computer science , applied psychology , multimedia , sociology , medicine , disease , social science , philosophy , epistemology , pathology , infectious disease (medical specialty)
The rapid spread of Coronavirus disease all over the world led to health and political measures in several countries such as spatial distancing, closures of institutions, and so ones. People were invited to stay home with limited outside activities and face-to-face interactions. To pass the time, and to cope with negative feelings, people had to find alternative activities like playing video games. The present study aims to investigate potential changes in gaming behaviors and the associated gaming motivations. To do so, 346 participants were invited to complete a questionnaire during the confinement and to answer the following question: “Why do you play and is there a link with confinement?” Contextual and social motivations seemed to be two of the most important motivations.

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