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Measuring Engagement of Spectators of Social Digital Games
Published on: July 3, 2021
A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic
Maximilian Croissant1, Madeleine Frister1
1Department of Computer Science, University of York, York, North Yorkshire, United Kingdom.
Abstract:
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.
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