Problematic online gaming and the COVID-19 pandemic
By Daniel L. King, Paul H. Delfabbro, Joël Billieux, Marc N. Potenza. Journal of Behavioral Addictions, 2020
572 citations recorded by the source corpus.
Abstract Stay-at-home mandates and quarantines related to the coronavirus (COVID-19) pandemic have led to greatly increased participation in online gaming. Initiatives such as #PlayApartTogether that promote gaming for socializing and stress reduction may achieve positive outcomes. Although gaming can be a healthy coping strategy for the majority, it can also pose risks to some vulnerable individuals. Protracted periods of social isolation and technology-based activity pose the danger of solidifying unhealthy lifestyle patterns, leading to difficulties to readaptation when the COVID-19 crisis has passed. Balanced and effective approaches to gaming during the COVID-19 pandemic are needed to support physical and psychological wellbeing.
Subfields: Clinical Psychology, Cognitive Neuroscience, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/be221cbe15ccce06799a392ef1cb80ac0a559bc3
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Clinical Psychology
- Daniel L. King
- Mark D. Griffiths
- Paul H. Delfabbro
- Daria J. Kuss
- Zsolt Demetrovics
- Joël Billieux
- Robert J. Williams
- Halley M. Pontes
In Cognitive Neuroscience
In Sociology and Political Science
- Mark D. Griffiths
- Daniel L. King
- Paul H. Delfabbro
- Deena Dimple Dsouza
- K. P. Amin
- Daria J. Kuss
- Zsolt Demetrovics
- Halley M. Pontes
Citations in the corpus
- Online Gaming During the COVID-19 Pandemic in India: Strategies for Work-Life Balance (2020, background): “Subsequently, there is a need for well-balanced and effective strategies to support physical and psychological well-being (King et al. 2020).”
- Global prevalence of gaming disorder: A systematic review and meta-analysis (2020, background): “On the contrary, there may be a general increase in gaming and associated problem gaming in the context of the COVID-19 pandemic (i.e. due to stay-at-home mandates and lockdowns) which may counteract this potential decrease (King et al., 2020c; Király et al., 2020).”
- Social Networks Consumption and Addiction in College Students during the COVID-19 Pandemic: Educational Approach to Responsible Use (2020, background): “There is certainly a high risk of an increase in addictions [47–51], including those related to digital media and social networks [52,53].”
- Adolescent gaming and social media usage before and during the COVID-19 pandemic (2021, background): “Previous research suggests that these users are particularly at risk of developing at-risk or pathological usage behavior (King et al., 2020).”