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

  1. Daniel L. King
  2. Mark D. Griffiths
  3. Paul H. Delfabbro
  4. Daria J. Kuss
  5. Zsolt Demetrovics
  6. Joël Billieux
  7. Robert J. Williams
  8. Halley M. Pontes

In Cognitive Neuroscience

  1. Mark D. Griffiths
  2. Daria J. Kuss

In Sociology and Political Science

  1. Mark D. Griffiths
  2. Daniel L. King
  3. Paul H. Delfabbro
  4. Deena Dimple Dsouza
  5. K. P. Amin
  6. Daria J. Kuss
  7. Zsolt Demetrovics
  8. Halley M. Pontes

Citations in the corpus