2021
DOI: 10.2139/ssrn.3766147
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The Impact of COVID-19 on the Video Game Industry

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Cited by 12 publications
(10 citation statements)
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“…The same activity increase was found in committed players' gaming behaviors. This finding is in alignment with the conception of games as a coping mechanism for social isolation [62], although it may also be related to a greater opportunity for playing due to the forced stay-at-home orders. While all geographical areas saw a peak in the number of matches, North America was the only area in which there was no significant increment in the number of players.…”
Section: Discussionsupporting
confidence: 81%
See 1 more Smart Citation
“…The same activity increase was found in committed players' gaming behaviors. This finding is in alignment with the conception of games as a coping mechanism for social isolation [62], although it may also be related to a greater opportunity for playing due to the forced stay-at-home orders. While all geographical areas saw a peak in the number of matches, North America was the only area in which there was no significant increment in the number of players.…”
Section: Discussionsupporting
confidence: 81%
“…Steam, a game distributor, reported the highest peak of players in its history [40] and internet traffic related to gaming increased dramatically [45,64]. People spent more time playing games to socialize and cope with stress [62]. While social media overly exposed users to the dramatic situation world-wide, games represented a refuge and an escape from reality [20,42].…”
Section: Introductionmentioning
confidence: 99%
“…Hal ini kemudian memicu kebosanan dan kejenuhan orang karena tidak bisa mendapatkan sosialisasi serta entertainment yang biasa didapatkan jika bisa keluar rumah dengan bebas. Karena itu, banyak orang yang beralih memainkan game untuk kebutuhan entertainment-nya itu [1].…”
Section: Pendahuluanunclassified
“…The COVID-19 pandemic has further increased the importance of virtual worlds. The demand for video games has increased, and many people have turned to online games to cope with stress and forget about the pandemic ( Şener et al, 2021 ). Currently, there are an estimated 1 billion internet gamers worldwide ( Clement, 2021 ).…”
Section: Introductionmentioning
confidence: 99%