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The COVID-19 pandemic caused tremendous economic and social disruption devastating people’s livelihoods and wellbeing. The World Health Organisation (WHO) recommended people engage in enjoyable activities such as videogames, helping them relax during difficult life situations. Using Self-Determination Theory as a lens, this interview study (N = 11) examined how people’s videogame behaviours were influenced by life context, and their impact on wellbeing during COVID-19. Findings established that videogames were a compensatory response to the stressors of the pandemic. Playing videogames satisfied participants’ needs for social connection, serving as a coping mechanism to distract them for a short time; following an initial prioritisation of gaming and spike in gaming hours, many returned to their regular gaming behaviours. This study contributes to the games for health literature, identifying the effects of videogames on wellbeing, and provides much needed knowledge for health practitioners and families on how videogames are used and their impact on players’ wellbeing during the pandemic as a societal stressful life event. The findings have clinical and policy implications both to identify a positive tool, and to dispel negative stigmas surrounding videogames.
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Stored only when both papers are in the corpus — 32 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
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