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Record W3209392043 · doi:10.5539/ijps.v13n4p51

Single and Multiplayer Video Gamers: Looking at Their Experiences and Psychosocial Well-Being During the COVID-19 Pandemic

2021· article· en· W3209392043 on OpenAlexvenueno aff
Nathan N. Su

Bibliographic record

VenueInternational Journal of Psychological Studies · 2021
Typearticle
Languageen
FieldSocial Sciences
TopicImpact of Technology on Adolescents
Canadian institutionsnot available
FundersUniversity of Chicago
KeywordsPsychologySocializationAnxietyPandemicCoronavirus disease 2019 (COVID-19)PsychosocialMental healthVideo gameSocial psychologyApplied psychologyMultimediaMedicineComputer sciencePsychiatry

Abstract

fetched live from OpenAlex

The COVID-19 pandemic has impacted our lives in many different ways. One significant impact on daily life was the increased indoor time due to quarantine measures. Data collected suggests video games have become more popular than ever during these unprecedented times (Epstein, 2020). This study aims to explore the experiences and psychosocial well-being of individuals who played single and multiplayer video games during the pandemic. Data was collected through a questionnaire distributed to multiple online communities and forums from June 28th to July 29th, 2021. The total collected responses were n=260. 132 participants identified themselves as playing mostly single-player video games and 128 identified themselves as playing mostly multiplayer games. The results show during the pandemic individuals spent more time playing both types of video games. Motivations for playing single-player games trended towards decreasing anxiety and stress, and avoiding real life, whereas multiplayer motivations tended to trend towards socialization rather than decreasing stress or anxiety. During the pandemic, 40-50% of single and multiplayer gamers indicated decreased mental health. However, both types of players reported improvement in mental and social well-being while playing video games. More multiplayer gamers reported improved social well-being while playing compared to single-player gamers. The survey respondents tended to report having more positive experiences with single-player and multiplayer video games during the pandemic. Results presented video games as a way for individuals to socialize or decrease stress and anxiety. In addition, the comparison between the two types of gamers revealed that single-player respondents tended to play for relaxation, stress reduction, and perhaps improvement in mental health, while multiplayer gamers play to increase social interaction and improve social well-being. Further research is needed to explore the long-term effects of video games during the pandemic after everyone has returned to a pre-pandemic state.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.003
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.008
Threshold uncertainty score0.015

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0010.003
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0010.000
Science and technology studies0.0020.001
Scholarly communication0.0020.001
Open science0.0000.002
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0020.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.085
GPT teacher head0.425
Teacher spread0.340 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations1
Published2021
Admission routes1
Has abstractyes

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