The outbreak of the COVID-19 has made apparent the importance of gaming technologies during crises and difficult life moments. However, studies exploring the role of commercial off-the-shelf video games during the pandemic are still limited. Moreover, research often focuses on a specific moment of the crisis. In this article, we investigate how playing commercial video games impacts on how players manage and understand the COVID-19 pandemic considered in its temporal evolution. We conducted a one-year-and-a-half longitudinal qualitative study by interviewing 16 participants who were living in Italy during the first pandemic lockdown, then involving a subgroup of them (N = 10) in a follow-up interview. Study findings show that playing not only supported escapism from a difficult reality, but also helped individuals counteract the sense of detachment from the "pandemic world", encouraging reflection and supporting sense-making. These functions of video games varied as the pandemic unfolded. Based on these findings, we present a preliminary model of the role of video game technologies during moments of crisis and suggest design considerations on how video games could support people experiencing extremely difficult life moments.
Making sense of the pandemic: Multiple functions of commercial video games during one year and a half of COVID-19 crisis
Boldi, A
First
;Rapp, ALast
2023-01-01
Abstract
The outbreak of the COVID-19 has made apparent the importance of gaming technologies during crises and difficult life moments. However, studies exploring the role of commercial off-the-shelf video games during the pandemic are still limited. Moreover, research often focuses on a specific moment of the crisis. In this article, we investigate how playing commercial video games impacts on how players manage and understand the COVID-19 pandemic considered in its temporal evolution. We conducted a one-year-and-a-half longitudinal qualitative study by interviewing 16 participants who were living in Italy during the first pandemic lockdown, then involving a subgroup of them (N = 10) in a follow-up interview. Study findings show that playing not only supported escapism from a difficult reality, but also helped individuals counteract the sense of detachment from the "pandemic world", encouraging reflection and supporting sense-making. These functions of video games varied as the pandemic unfolded. Based on these findings, we present a preliminary model of the role of video game technologies during moments of crisis and suggest design considerations on how video games could support people experiencing extremely difficult life moments.File | Dimensione | Formato | |
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