PropertyValue
?:abstract
  • In early 2020, the virus SARS-CoV-2 evolved into a new pandemic, forcing governments worldwide to establish social distancing measures Consequently, people had to switch to online media, such as social networks or videotelephony, to keep in touch with friends and family In this context, online games, combining entertainment with social interactions, also experienced a notable growth In our work, we focused on the potential of games as a replacement for social contacts in the COVID-19 crisis Our online survey results indicate that the value of games for social needs depends on individual gaming habits Participants playing mostly multiplayer games increased their playtime and mentioned social play as a key motivator Contrarily, non-players were not motivated to add games as communication channels We deduce that such crises mainly catalyze existing gaming habits © 2020 ACM
is ?:annotates of
?:creator
?:journal
  • CHI_PLAY_-_Ext._Abstr._Annu._Symp._Comput.-Hum,_Interact._Play
?:license
  • unk
?:publication_isRelatedTo_Disease
?:source
  • WHO
?:title
  • Playing with friends - The importance of social play during the COVID-19 pandemic
?:type
?:who_covidence_id
  • #955437
?:year
  • 2020

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