2020
DOI: 10.1556/2006.2020.00016
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Problematic online gaming and the COVID-19 pandemic

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… Show more

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Cited by 527 publications
(490 citation statements)
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“…A recent study found screen exposure to increase by 4 h/day among Italian children and adolescents during Covid-19 strict confinement (30). Furthermore, online gaming and streaming activity have been observed to rise in different countries during the Covid-19 confinement (42). Also, ordinary school attendance has been largely substituted by both digital homework and digital classes in Spain, which could have added more screen time to the already existing before the confinement.…”
Section: Screen Exposurementioning
confidence: 99%
“…A recent study found screen exposure to increase by 4 h/day among Italian children and adolescents during Covid-19 strict confinement (30). Furthermore, online gaming and streaming activity have been observed to rise in different countries during the Covid-19 confinement (42). Also, ordinary school attendance has been largely substituted by both digital homework and digital classes in Spain, which could have added more screen time to the already existing before the confinement.…”
Section: Screen Exposurementioning
confidence: 99%
“…The COVID-19 pandemic has raised a number of issues related to health, beyond the most urgent and life-threatening consequences. The risk of mental health consequences has been highlighted (Holmes et al, 2020), and this also includes a risk of increased online behavior, such as increased video gaming (King et al, 2020) or addictive internet use (Sun et al, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Given the theoretically increased role of online behaviors (King et al, 2020;Sun et al, 2020), and the cancelation of sports activities, the present study focused on people reporting to be online gamblers. For the present study, data were derived from a population study on gambling behaviors, designed prior to the COVID-19 crisis as a web survey which was carried out during the month of May, 2020, i.e., during the ongoing crisis.…”
Section: Introductionmentioning
confidence: 99%
“…There are many online initiatives for patients with hemophilia. Exergames (active video games) are a good option for young people, provided they are used rationally [27,28].…”
Section: Physical Fitness Considerationsmentioning
confidence: 99%