During the COVID-19 lockdown of Movement Control Order (MCO), many Malaysians reportedly turned to video games for socialisation purposes. Drawing upon the sociocultural framework of media ecology, this study aims to explore in-depth how players engage in such virtual socialisation. Against the backdrop of the MCO, this study argues that Malaysians could perform socially meaningful actions through video games, just like they were in the real world, to address their social deprivation. The method employed is a qualitative textual analysis of paratexts published in a local gaming Facebook group, focusing on Nintendo’s Animal Crossing: New Horizons (2020). The findings indicated that Malaysian players sought companionships through reciprocal gaming interactions during the lockdown measures by playing as a single player, multiplayer, and community. In the gaming community, they built networks, interpersonal connections, and resources of mutual social support to enrich their gameplay. The findings highlighted the significance of virtual socialisation through the interactive medium – an effective approach to cushion the isolating effects of the MCO period. The study is relevant in showcasing the role played by virtual socialisation and gaming communities for the Sustainable Development Goals of SDG3 Good Health and Well-being and SDG16 of Peace, Justice, and Strong Institutions.
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