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Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
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The Relationship Between Lockdowns and Video Game Playtime: Multilevel Time-Series Analysis Using Massive-Scale Data
David Zendle1, Catherine Flick2, Darel Halgarth1
1Department of Computer Science, University of York, York, United Kingdom.
Journal of Medical Internet Research
|November 8, 2023
Summary
COVID-19 lockdowns did not significantly increase individual video gaming time. While school closures correlated with more total playtime, this was due to more players, not longer gaming sessions per person.
Area of Science:
- Public Health
- Behavioral Science
- Epidemiology
Background:
- COVID-19 containment policies, including lockdowns, raised concerns about potential negative side effects on behavior.
- Previous studies suggested increased video gaming during lockdowns, but relied on self-reported data, which is prone to bias.
- The actual impact of global lockdowns on video gaming behavior remained unclear.
Purpose of the Study:
- To determine if specific COVID-19 lockdown policies led to significant increases in individual video gaming duration.
- To analyze the relationship between various containment and closure policies and gaming behavior.
Main Methods:
- Utilized over 251 billion hours of raw gameplay telemetry data from 184 countries.
- Employed a multilevel model to assess the impact of 8 containment and closure policies on in-game time.
- Examined policy effects on overall playtime and the number of unique users.
Main Results:
- No lockdown policy significantly explained increased playtime per individual gamer.
- School closures were associated with a modest increase in total national playtime (r²=0.048).
- This increase in total playtime was driven by a rise in the number of unique players, not by extended gaming sessions per player (r²<0.001).
Conclusions:
- Contradicts previous self-report studies suggesting significant increases in heavy gaming during pandemics.
- Found no evidence that COVID-19 lockdown policies led to increased playtime per gamer.
- Recommends further research before incorporating disordered gaming into pandemic preparedness public health policies.
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