scholarly journals Supplemental Material for A large-scale study of changes to the quantity, quality, and distribution of video game play during a global health pandemic.

2021 ◽  
Vol 2 (4) ◽  
Author(s):  
Matti Vuorre ◽  
David Zendle ◽  
Elena Petrovskaya ◽  
Nick Ballou ◽  
Andrew K. Przybylski
2021 ◽  
Vol 2 (4) ◽  
Author(s):  
Matti Vuorre ◽  
David Zendle ◽  
Elena Petrovskaya ◽  
Nick Ballou ◽  
Andrew K. Przybylski

Author(s):  
Michelle Colder Carras ◽  
Matthew Carras ◽  
Alain B. Labrique

Background: Little is known about strategies or mechanics to improve self-regulation of video game play that could be developed into novel interventions. This study used a participatory approach with the gaming community to uncover insider knowledge about techniques to promote healthy play and prevent gaming disorder. Methods: We used a pragmatic approach to conduct a convergent-design mixed-methods study with participants attending a science fiction and education convention. Six participants answered questions about gaming engagement and self- or game-based regulation of gaming which were then categorized into pre-determined (a priori) themes by the presenters during the presentation. The categorized themes and examples from participant responses were presented back to participants for review and discussion. Seven participants ranked their top choices of themes for each question. The rankings were analyzed using a nonparametric approach to show consensus around specific themes. Results: Participants suggested several novel potential targets for preventive interventions including specific types of social (e.g., play with others in a group) or self-regulation processes (e.g., set timers or alarms). Suggestions for game mechanics that could help included clear break points and short missions, but loot boxes were not mentioned. Conclusions: Our consensus development approach produced many specific suggestions that could be implemented by game developers or tested as public health interventions, such as encouraging breaks through game mechanics, alarms or other limit setting; encouraging group gaming; and discussing and supporting setting appropriate time or activity goals around gaming (e.g., three quests, one hour). As some suggestions here have not been addressed previously as potential interventions, this suggests the importance of including gamers as stakeholders in research on the prevention of gaming disorder and the promotion of healthy gaming. A large-scale, online approach using these methods with multiple stakeholder groups could make effective use of players’ in-depth knowledge and help speed discovery and translation of possible preventive interventions into practice and policy.


2021 ◽  
Author(s):  
Matti Vuorre ◽  
David Zendle ◽  
Elena Petrovskaya ◽  
Nick Ballou ◽  
Andrew K Przybylski

Video game play has been framed both as protective factor and risk to mental health during the COVID-19 pandemic. We conducted an objective analysis of changes to video game play during the pandemic to provide an empirical foundation to the fractured discourse surrounding play and mental health. Analyses of millions of players’ engagement with the 500 globally most popular games on the Steam platform indicated that the quantity of play had dramatically increased during key points of the pandemic; that those increases were more prominent for multiplayer games, suggesting that gamers were seeking out the social affordances of video game play; and that play had become more equally distributed across days of the week, suggesting increased merging of leisure activities with work and school activities. These data provide a starting point for empirically grounded discussions on video games during the pandemic, their uses, and potential effects.


Dreaming ◽  
2019 ◽  
Vol 29 (2) ◽  
pp. 127-143 ◽  
Author(s):  
Marc Sestir ◽  
Ming Tai ◽  
Jennifer Peszka

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