{"title":"Impact de la pandémie liée au COVID-19 sur la pratique des jeux vidéo selon la personnalité et le type de passion dans une population adulte","authors":"T. De Rostolan , C. Bonnaire","doi":"10.1016/j.psfr.2022.04.002","DOIUrl":null,"url":null,"abstract":"<div><h3>Introduction</h3><p>The pandemic linked to Covid-19 has changed the daily habits of the population. In this context, some activities have been favored, sometimes even encouraged, such as the use of video games.</p></div><div><h3>Objective</h3><p>The objective of this study was to investigate the impact of the COVID-19 pandemic on video game use taking into account the type of passion and personality.</p></div><div><h3>Method</h3><p>A mixed methodology was used. In addition to the amount of gaming use, the Big Five Inventory was used to assess personality and the Passion Scale to distinguish the type of passion according to the dualistic model. A semi-structured interview made assessed the impact of confinements on gaming use and the gamer's feelings during this period. Among the 137 gamers (mean age 30.26) who completed the self-questionnaires, 10 participated in the semi-structured interview.</p></div><div><h3>Results</h3><p>Whatever the type of passion, gaming use increased during the lockdown period (in frequency and time). A negative relationship was found between Openness and gaming use during the week before and during the pandemic, as well as with obsessive passion. Qualitative data showed that gaming use emerged as an occupational activity, source of pleasure, escape from negative emotions related to the COVID-19 pandemic, and social support.</p></div><div><h3>Conclusion</h3><p>The use of video games was mentioned by participants as an effective strategy to deal with the difficulties caused by the COVID-19 pandemic.</p></div>","PeriodicalId":0,"journal":{"name":"","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S0033298422000280/pdfft?md5=3b82a89db3a82361775e96f341ada7f9&pid=1-s2.0-S0033298422000280-main.pdf","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0033298422000280","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Introduction
The pandemic linked to Covid-19 has changed the daily habits of the population. In this context, some activities have been favored, sometimes even encouraged, such as the use of video games.
Objective
The objective of this study was to investigate the impact of the COVID-19 pandemic on video game use taking into account the type of passion and personality.
Method
A mixed methodology was used. In addition to the amount of gaming use, the Big Five Inventory was used to assess personality and the Passion Scale to distinguish the type of passion according to the dualistic model. A semi-structured interview made assessed the impact of confinements on gaming use and the gamer's feelings during this period. Among the 137 gamers (mean age 30.26) who completed the self-questionnaires, 10 participated in the semi-structured interview.
Results
Whatever the type of passion, gaming use increased during the lockdown period (in frequency and time). A negative relationship was found between Openness and gaming use during the week before and during the pandemic, as well as with obsessive passion. Qualitative data showed that gaming use emerged as an occupational activity, source of pleasure, escape from negative emotions related to the COVID-19 pandemic, and social support.
Conclusion
The use of video games was mentioned by participants as an effective strategy to deal with the difficulties caused by the COVID-19 pandemic.