Digital entertainment in the face of COVID-19

  • Jarszak A
N/ACitations
Citations of this article
8Readers
Mendeley users who have this article in their library.

Abstract

The work analyzed the impact of the Covid-19 pandemic on digital entertainment. The focus is on three types of digital entertainment: computer games, virtual reality and streaming, respectively. The first two types of entertainment were analyzed based on data from the Steam platform, while streaming was analyzed based on Twitch. Data were collected from 2019, i.e. the period before the pandemic, and 2020, i.e. the time of the pandemic. Then the data from both of these years were compiled for analysis. The study particularly focused on events related to the pandemic, such as the March declaration of the Covid-19 virus as a pandemic by the WHO or the holiday period in which the restrictions were reduced.

Cite

CITATION STYLE

APA

Jarszak, A. (2021). Digital entertainment in the face of COVID-19. Journal of Computer Sciences Institute, 21, 362–366. https://doi.org/10.35784/jcsi.2748

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free