Abstract
In 2020, the rapid spread of COVID-19 forced many people to selfisolate, resulting in struggles with mental health [60], and an increase in gaming [3]. In this paper, we seek to examine how individuals used digital games during the quarantine.We conducted a twotier qualitative study where we used a thematic analysis of tweets to derive questions for an online survey that we distributed. Results of thematic analysis of survey responses identified 15 themes. Some themes confirm previous works' findings, particularly how games are used to increase social connection or distract oneself from unpleasant situations. We also found new themes unique to the quarantine, such as interactions with non-player characters used as a surrogate for real-world interaction and using in-game routines as a substitute to real-world routines lost due to the pandemic. This work discusses the use of games during the pandemic and can be seeds for future studies.
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CITATION STYLE
Kleinman, E., Chojnacki, S., & El-Nasr, M. S. (2021). The gang’s all here: How people used games to cope with covid19 quarantine. In Conference on Human Factors in Computing Systems - Proceedings. Association for Computing Machinery. https://doi.org/10.1145/3411764.3445072
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