Abstract

Video games, and especially roleplaying games offer a way for players to escape stress and cope with stressors. Video games are a new, and potentially unique, mechanism for telling stories. They allow a player to not only interact with a world, but to fully immerse themselves in a digital world. Being able to quite literally escape to a fantasy world where your actions matter, and you’re given control can be a great form of self-therapy for players.
 
 This study aims to examine the results of a global pandemic and quarantine on player motivations and the reasons they play video games. The study collected detailed information on the video games genres and play time of each user and how it has been affected during self-isolation. Participants were also asked a series of questions that required them to evaluate their gaming habits both prior to and during the pandemic. This information was analysed to attempt to further understand players choices, in particular during a pandemic where there is an increased need to alleviate stress and experience a sense of escapism.

Highlights

  • The use of storytelling, whether through theatre, books or movies, has been a form of escapism utilized by civilizations throughout history

  • This study aims to examine the results of a global pandemic and quarantine on player motivations and the reasons they play video games

  • This study aims to examine the results of a global pandemic and quarantine on player motivations and their motivations to play video games

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Summary

Introduction

The use of storytelling, whether through theatre, books or movies, has been a form of escapism utilized by civilizations throughout history. Stories are an important part of human culture as are able to share lessons learned and perhaps explain the unknown. Stories allow viewers to learn from the experience of others while escaping from the troubles of their own lives. Many societies have curated a collection of books, plays and more recently movies, that have impacted the lives of the individuals who enjoy them, becoming important and even essential parts of culture. Video games are a new, and potentially unique, mechanism for telling stories. They allow a player to interact with a world, but to fully immerse themselves in a digital world. Similar to many other forms of media, video games have a plethora of different genres to pull from, but unlike other media types, these genres can change the play style along with the narrative themes and elements

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