Gaming during the COVID-19 pandemic: Examining its effect on loneliness & motivation, playing and gratification differences between competitive and recreational gamers

Abstract

This study examined the relationship between video game playing and loneliness and compared competitive players and recreational players in gaming, motivations, gratifications and future intentions during the COVID-19 pandemic period. Overall, the study found players felt moderately lonely during the pandemic, and first-person shooter (FPS) games, fighting games and sports games made a difference in overcoming the lonely feelings. The study also found competitive players spent more time on all genres of games. In particular, multiplayer online battle arena (MOBA) and fighting games were more popular among competitive players as they were more skill demanding. The study found competitive players and recreational players had different motivations. Competitive players were more motivated by competition, achievement, and Schwabism, whereas the recreational players were more motivated by escape and passing time. Lastly, recreational players felt more gratified than competitive players and expressed a stronger intent to return to gaming in the future than competitive players.

Publication Title

Telematics and Informatics Reports

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