Skip to main content

Discussion of digital gaming’s impact on players’ well-being during the COVID-19.

Oe, H., 2020. Discussion of digital gaming’s impact on players’ well-being during the COVID-19. arXiv (2005.00594v1 [cs.CY]).

Full text available as:

[img]
Preview
PDF (arXiv preprint)
20200501 FINAL FINAL_gamification and well-being under lockdown.pdf - Accepted Version

511kB

Official URL: https://arxiv.org/abs/2005.00594

Abstract

This research discusses how to utilise digital gaming to support the the well-being of its users and sustain their physical and mental health during the COVID-19 lockdown in which people's activities are limited. The published academic literature that is written in English and available for access on online databases was reviewed to develop key take-aways and a framework for discussing how to enhance people's well-being in the COVID-19 lockdown. Interaction with other players in virtual communities has been found to have a positive influence on the mental health of those suffering from a lack of societal connection. A framework for further research has also been developed that focuses on the critical situation of the COVID-19 lockdown, as this is an urgent topic with a huge impact on our health. Some gaming service providers have been proactive in redesigning game programming to be suitable for the lockdown situation, and this enables players to enjoy physical activities even at home.

Item Type:Article
Uncontrolled Keywords:gamification ; COVID-19 ; virtual community ; connectedness ; well-being
Group:Bournemouth University Business School
ID Code:33969
Deposited By: Symplectic RT2
Deposited On:05 May 2020 10:51
Last Modified:14 Mar 2022 14:21

Downloads

Downloads per month over past year

More statistics for this item...
Repository Staff Only -