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A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic
The COVID-19 pandemic has been a major source of stress for a majority of people that might have negative long-term effects on mental health and well-being. In recent years, video games and their potential positive effects on stress relief have been researched and “relaxation” has been an important...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8675663/ https://www.ncbi.nlm.nih.gov/pubmed/34914782 http://dx.doi.org/10.1371/journal.pone.0261328 |
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author | Croissant, Maximilian Frister, Madeleine |
author_facet | Croissant, Maximilian Frister, Madeleine |
author_sort | Croissant, Maximilian |
collection | PubMed |
description | The COVID-19 pandemic has been a major source of stress for a majority of people that might have negative long-term effects on mental health and well-being. In recent years, video games and their potential positive effects on stress relief have been researched and “relaxation” has been an important keyword in marketing a certain kind of video game. In a quasi-experimental design, this study investigated the increase of average daily player peak (ADPPs) for the COVID period compared to the pre-COVID period and if this increase was significantly larger for relaxing games in contrast to non-relaxing games. Results showed a medium-sized increase of ADPPs over all types of games but no difference between relaxing games and non-relaxing games. These results are discussed in regards to their potential of presenting gaps between the current theoretical models of the influence of video games on mental health and actual observed player behaviour. |
format | Online Article Text |
id | pubmed-8675663 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-86756632021-12-17 A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic Croissant, Maximilian Frister, Madeleine PLoS One Research Article The COVID-19 pandemic has been a major source of stress for a majority of people that might have negative long-term effects on mental health and well-being. In recent years, video games and their potential positive effects on stress relief have been researched and “relaxation” has been an important keyword in marketing a certain kind of video game. In a quasi-experimental design, this study investigated the increase of average daily player peak (ADPPs) for the COVID period compared to the pre-COVID period and if this increase was significantly larger for relaxing games in contrast to non-relaxing games. Results showed a medium-sized increase of ADPPs over all types of games but no difference between relaxing games and non-relaxing games. These results are discussed in regards to their potential of presenting gaps between the current theoretical models of the influence of video games on mental health and actual observed player behaviour. Public Library of Science 2021-12-16 /pmc/articles/PMC8675663/ /pubmed/34914782 http://dx.doi.org/10.1371/journal.pone.0261328 Text en © 2021 Croissant, Frister https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Croissant, Maximilian Frister, Madeleine A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic |
title | A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic |
title_full | A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic |
title_fullStr | A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic |
title_full_unstemmed | A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic |
title_short | A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic |
title_sort | data-driven approach for examining the demand for relaxation games on steam during the covid-19 pandemic |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8675663/ https://www.ncbi.nlm.nih.gov/pubmed/34914782 http://dx.doi.org/10.1371/journal.pone.0261328 |
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