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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
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Summary
This summary is machine-generated.

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.

Keywords:
COVID-19big datadisordereddisordered gaminggaminglockdownlockdown policypandemicplayingplaytimepolicypublic healthside effectstimevideo games

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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.