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Impact de la pandémie liée au COVID-19 sur la pratique des jeux vidéo selon la personnalité et le type de passion dans une population adulte
INTRODUCTION: The pandemic linked to Covid-19 has changed the daily habits of the population. In this context, some activities have been favored, sometimes even encouraged, such as the use of video games. OBJECTIVE: The objective of this study was to investigate the impact of the COVID-19 pandemic o...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Société Française de Psychologie. Published by Elsevier Masson SAS.
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9046064/ http://dx.doi.org/10.1016/j.psfr.2022.04.002 |
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author | De Rostolan, T. Bonnaire, C. |
author_facet | De Rostolan, T. Bonnaire, C. |
author_sort | De Rostolan, T. |
collection | PubMed |
description | INTRODUCTION: The pandemic linked to Covid-19 has changed the daily habits of the population. In this context, some activities have been favored, sometimes even encouraged, such as the use of video games. OBJECTIVE: The objective of this study was to investigate the impact of the COVID-19 pandemic on video game use taking into account the type of passion and personality. METHOD: A mixed methodology was used. In addition to the amount of gaming use, the Big Five Inventory was used to assess personality and the Passion Scale to distinguish the type of passion according to the dualistic model. A semi-structured interview made assessed the impact of confinements on gaming use and the gamer's feelings during this period. Among the 137 gamers (mean age 30.26) who completed the self-questionnaires, 10 participated in the semi-structured interview. RESULTS: Whatever the type of passion, gaming use increased during the lockdown period (in frequency and time). A negative relationship was found between Openness and gaming use during the week before and during the pandemic, as well as with obsessive passion. Qualitative data showed that gaming use emerged as an occupational activity, source of pleasure, escape from negative emotions related to the COVID-19 pandemic, and social support. CONCLUSION: The use of video games was mentioned by participants as an effective strategy to deal with the difficulties caused by the COVID-19 pandemic. |
format | Online Article Text |
id | pubmed-9046064 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Société Française de Psychologie. Published by Elsevier Masson SAS. |
record_format | MEDLINE/PubMed |
spelling | pubmed-90460642022-04-28 Impact de la pandémie liée au COVID-19 sur la pratique des jeux vidéo selon la personnalité et le type de passion dans une population adulte De Rostolan, T. Bonnaire, C. Psychologie Française Article Original INTRODUCTION: The pandemic linked to Covid-19 has changed the daily habits of the population. In this context, some activities have been favored, sometimes even encouraged, such as the use of video games. OBJECTIVE: The objective of this study was to investigate the impact of the COVID-19 pandemic on video game use taking into account the type of passion and personality. METHOD: A mixed methodology was used. In addition to the amount of gaming use, the Big Five Inventory was used to assess personality and the Passion Scale to distinguish the type of passion according to the dualistic model. A semi-structured interview made assessed the impact of confinements on gaming use and the gamer's feelings during this period. Among the 137 gamers (mean age 30.26) who completed the self-questionnaires, 10 participated in the semi-structured interview. RESULTS: Whatever the type of passion, gaming use increased during the lockdown period (in frequency and time). A negative relationship was found between Openness and gaming use during the week before and during the pandemic, as well as with obsessive passion. Qualitative data showed that gaming use emerged as an occupational activity, source of pleasure, escape from negative emotions related to the COVID-19 pandemic, and social support. CONCLUSION: The use of video games was mentioned by participants as an effective strategy to deal with the difficulties caused by the COVID-19 pandemic. Société Française de Psychologie. Published by Elsevier Masson SAS. 2022-12 2022-04-28 /pmc/articles/PMC9046064/ http://dx.doi.org/10.1016/j.psfr.2022.04.002 Text en © 2022 Société Française de Psychologie. Published by Elsevier Masson SAS. All rights reserved. Since January 2020 Elsevier has created a COVID-19 resource centre with free information in English and Mandarin on the novel coronavirus COVID-19. The COVID-19 resource centre is hosted on Elsevier Connect, the company's public news and information website. Elsevier hereby grants permission to make all its COVID-19-related research that is available on the COVID-19 resource centre - including this research content - immediately available in PubMed Central and other publicly funded repositories, such as the WHO COVID database with rights for unrestricted research re-use and analyses in any form or by any means with acknowledgement of the original source. These permissions are granted for free by Elsevier for as long as the COVID-19 resource centre remains active. |
spellingShingle | Article Original De Rostolan, T. Bonnaire, C. Impact de la pandémie liée au COVID-19 sur la pratique des jeux vidéo selon la personnalité et le type de passion dans une population adulte |
title | Impact de la pandémie liée au COVID-19 sur la pratique des jeux vidéo selon la personnalité et le type de passion dans une population adulte |
title_full | Impact de la pandémie liée au COVID-19 sur la pratique des jeux vidéo selon la personnalité et le type de passion dans une population adulte |
title_fullStr | Impact de la pandémie liée au COVID-19 sur la pratique des jeux vidéo selon la personnalité et le type de passion dans une population adulte |
title_full_unstemmed | Impact de la pandémie liée au COVID-19 sur la pratique des jeux vidéo selon la personnalité et le type de passion dans une population adulte |
title_short | Impact de la pandémie liée au COVID-19 sur la pratique des jeux vidéo selon la personnalité et le type de passion dans une population adulte |
title_sort | impact de la pandémie liée au covid-19 sur la pratique des jeux vidéo selon la personnalité et le type de passion dans une population adulte |
topic | Article Original |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9046064/ http://dx.doi.org/10.1016/j.psfr.2022.04.002 |
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