Gaming Activities During the Covid-19 Pandemic Era: A Systematic Literature Review

H. Dinata, E. Suryani, Jerry Dwi Trijoyo Purnomo
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Abstract

The Covid-19 outbreak, which has been declared a pandemic since March 2020, has been causing problems worldwide. As a result, many countries have implemented lockdown policies to control the spread of the Covid-19 virus. In addition, time spent on gaming activity has increased by 52% since video game engagement was thought to be essential in improving players’ vitality, reducing psychological suffering, and helping combat stress. This literature review was conducted as a systematic literature review based on the 15 primary studies between 2020 and March 2022. Analysis of the selected primary studies revealed that the authors conducted studies of gaming activities in the Covid-19 pandemic era for four reasons: to determine the factors of play intention, factors of purchase intention, factors of gaming disorder, and to investigate the impact of the gaming activities itself. Physical health issues, family interactions, social interactions, fear of missing out, psychological distress, and time and location flexibility are the six determinants for people to continue to play video games. Meanwhile, the expectation of performance and effort were the factors that influenced purchase intention in mobile games. And from these determinant factors, it seemed that psychological distress and fear of missing out were the causes of someone experiencing a gaming disorder. As for the method employed, Structural Equation Modeling (SEM) was the most extensively used statistical tool in conducting quantitative research. Six of the eleven quantitative research in the primary studies utilized SEM, and the others employed other statistical tools. Although, in the selected primary studies, we also have four studies conducted qualitative research using interviews and open-ended surveys. Ten different countries were identified as the origin country of the respondents for the primary studies, with Finland and the United States as the most research object. However, we also found three studies that did not specifically mention the origin countries of the respondents.
Covid-19大流行时期的游戏活动:系统文献综述
自2020年3月以来,新冠肺炎疫情已被宣布为大流行,在全球范围内引发了问题。因此,许多国家实施了封锁政策,以控制新冠病毒的传播。此外,人们花在游戏活动上的时间增加了52%,因为人们认为电子游戏的参与度对提高玩家的活力、减少心理痛苦和帮助对抗压力至关重要。本次文献综述是基于2020年至2022年3月期间的15项主要研究进行的系统文献综述。通过对选取的初步研究进行分析,作者对新冠肺炎大流行时期的游戏活动进行了研究,主要有四个原因:确定游戏意愿因素、购买意愿因素、游戏障碍因素以及调查游戏活动本身的影响。身体健康问题、家庭互动、社交互动、对错过的恐惧、心理困扰以及时间和地点的灵活性是人们继续玩电子游戏的六大决定因素。同时,对表现和努力的期望是影响手机游戏购买意愿的因素。从这些决定因素来看,心理困扰和对错过的恐惧似乎是一些人经历游戏障碍的原因。就所采用的方法而言,结构方程建模(SEM)是定量研究中使用最广泛的统计工具。在初步研究的11个定量研究中,有6个使用了SEM,其他研究使用了其他统计工具。虽然,在选定的主要研究中,我们也有四项研究使用访谈和开放式调查进行了定性研究。十个不同的国家被确定为主要研究的受访者的原籍国,芬兰和美国是研究对象最多的国家。然而,我们也发现了三个没有具体提到受访者原籍国的研究。
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