Improving the health of emerging adult gamers—a scoping review of influences

D Micallef, L Parker, L Brennan, B Schivinski… - Nutrients, 2022 - mdpi.com
Emerging adults (EAs), defined as adults aged 18 to 25, remain a difficult group to engage in
healthy behaviours (including positive dieting and eating patterns). The environmental …

Families playing animal crossing together: coping with video games during the COVID-19 pandemic

KE Pearce, JC Yip, JH Lee, JJ Martinez… - Games and …, 2022 - journals.sagepub.com
The COVID-19 pandemic was stressful for everyone, particularly for families who had to
supervise and support children, facilitate remote schooling, and manage work and home life …

Social networking or social isolation? A systematic review on socio-relational outcomes for members of online gaming communities

Tushya, D Chhabra, B Abraham - Games and Culture, 2023 - journals.sagepub.com
Recent technological advancements, increased access to gaming setups, and the
emergence of free-to-play multiplayer games have contributed to a dramatic rise in the …

Do people use games to compensate for psychological needs during crises? A mixed-methods study of gaming during COVID-19 lockdowns

N Ballou, S Deterding, I Iacovides… - Proceedings of the 2022 …, 2022 - dl.acm.org
Do people use games to cope with adverse life events and crises? Research informed by
self-determination theory proposes that people might compensate for thwarted basic …

Increased gaming during COVID-19 predicts physical inactivity among youth in Norway—a two-wave longitudinal cohort study

E Haug, S Mæland, S Lehmann, R Bjørknes… - Frontiers in Public …, 2022 - frontiersin.org
Background A concern for the COVID-19 measures and the potential long-term
consequences the measures may have on physical inactivity and gaming among youth …

Gaming between leisure and addiction: how young people perceive risk in video games

KH Jensen, TT Bengtsson - International Criminal Justice …, 2024 - journals.sagepub.com
Young people's leisure activities are a subject of interest and concern. While criminal
engagement is a key concern, video gaming has long been in focus for its possible …

Escapism and excessive online behaviors: A three-wave longitudinal study in Finland during the COVID-19 pandemic

H Jouhki, I Savolainen, A Sirola, A Oksanen - International Journal of …, 2022 - mdpi.com
Excessive online behaviors refer to harmful or disproportionate use of digital network
applications. Such behaviors are likely to be associated with escapist motives. Our aim was …

The light, the dark, and everything else: making sense of young people's digital gaming

M Meriläinen, M Ruotsalainen - Frontiers in Psychology, 2023 - frontiersin.org
Whether gaming has a beneficial or detrimental effect on young people's lives is a defining
feature in both the research and the public discussion of youth digital gaming. In this …

From tabletop to screen: Playing Dungeons and Dragons during COVID-19

P Scriven - Societies, 2021 - mdpi.com
Media reports suggest that the tabletop roleplaying game Dungeons & Dragons saw its
biggest year to date in 2020, with many such reports touting the interactive and social …

The interplay between game design and social practice

KH Jensen, L Fynbo, NN Hansen - New Media & Society, 2023 - journals.sagepub.com
Game design's influence on how gaming is practiced is a debated topic within video game
research. Overlapping with this debate are questions of how game design and social …