Do people use games to compensate for psychological needs during crises? A mixed-methods study of gaming during COVID-19 lockdowns
File(s)chi22b-sub1418-cam-i16.pdf (1.55 MB)
Accepted version
Author(s)
Ballou, Nick
Deterding, Sebastian
Iacovides, Ioanna
Helsby, Laura
Type
Conference Paper
Abstract
Do people use games to cope with adverse life events and crises? Research informed by self-determination theory proposes that people might compensate for thwarted basic psychological needs in daily life by seeking out games that satisfy those lacking needs. To test this, we conducted a preregistered mixed-method survey study (n = 285) on people’s gaming behaviours and need states during early stages of the COVID-19 pandemic (May 2020). We found qualitative evidence that gaming was an often actively sought out and successful means of replenishing particular needs, but one that could ‘backfire’ for some through an appraisal process discounting gaming as ‘unreal’. Meanwhile, contrary to our predictions, the quantitative data showed a “rich get richer, poor get poorer” pat- tern: need satisfaction in daily life positively correlated with need satisfaction in games. We derive methodological considerations and propose three potential explanations
Date Issued
2022-04-29
Date Acceptance
2022-02-11
Citation
CHI Conference on Human Factors in Computing Systems (CHI ’22), 2022
Publisher
ACM
Journal / Book Title
CHI Conference on Human Factors in Computing Systems (CHI ’22)
Source
CHI Conference on Human Factors in Computing Systems (CHI ’22)
Subjects
Games, Recreational
Covid-19
Basic needs
Place of Publication
New York
Publication Status
Published online
Start Date
2022-04-30
Finish Date
2022-05-05
Coverage Spatial
New Orleans, LA, USA