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Record W4366819344 · doi:10.21203/rs.3.rs-2701983/v1

Gaming in Pandemic Times: An International Survey Assessing the Effects of Covid-19 Lockdowns on Video Gamer's Health

2023· preprint· en· W4366819344 on OpenAlexaffabout
Joanne DiFrancisco‐Donoghue, Bernat de las Heras, Orville Li, Jake Middleton, Minkyung Jung

Bibliographic record

VenueResearch Square · 2023
Typepreprint
Languageen
FieldSocial Sciences
TopicImpact of Technology on Adolescents
Canadian institutionsMcGill University
Fundersnot available
KeywordsCasualRecreationVideo gamePandemicPsychologyCoronavirus disease 2019 (COVID-19)Likert scaleCompetition (biology)Tracking (education)GerontologyDemographyApplied psychologyMedicinePolitical scienceSociologyMultimediaDevelopmental psychologyComputer science

Abstract

fetched live from OpenAlex

<title>Abstract</title> <bold>Background</bold>: The onset of COVID-19 coincided with the peak growth of video game usage with 2.7 billion gamers in 2020. During the pandemic, gaming and streaming platforms offered an entertaining, social, and safe alternative to recreation during severe lockdowns and social isolations. This study aimed to examine the impact of the COVID-19 pandemic on health-related outcomes in self-proclaimed video gamers based on the type of lockdown experienced, and to discuss the potential role of video games during times of preventive lockdown measures. <bold>Methods: </bold>This was a cross-sectional international survey constructed by two academic institutions NYIT (NY; USA); McGill University, (Montreal, Canada) and Adamas Esports (BC, Canada). The survey consisted of questions including demographics, multiple-choice, rating, and Likert scales relating to prior and during the COVID-19 lockdowns. Respondents included 897 replies from North America (72.7%), Europe (10.9%), Asia (4.9%) and other countries (11.5%) mean age 22 years. <bold>Results:</bold> Significant increases in game time were reported in casual and competitive gamers during the first months of the pandemic. Level of gaming, type of lockdown, and physical activity level prior to the pandemic were examined as potential moderating factors. Significant increases in sedentary behaviors (video game time and sitting time) were observed, while physical activity levels remained unchanged in most participants regardless of the type of lockdown. Sleep time, but not sleep quality, increased, while mental health exhibited opposing effects, influenced by the type of lockdown and gaming competition levels. <bold>Conclusions:</bold>Video games, when played moderately, could offer a cost-effective, safe strategy to promote socialization, mental health, and improve the overall well-being of the non-gaming and gaming population during pandemic times when strict lockdowns are in place.

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 distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.024
metaresearch head score (Gemma)0.038
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesMetaresearch, Research integrity
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.070
Threshold uncertainty score0.999

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0240.038
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0010.001
Science and technology studies0.0010.001
Scholarly communication0.0000.000
Open science0.0020.001
Research integrity0.0010.003
Insufficient payload (model declined to judge)0.0000.000

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 head0.211
GPT teacher head0.562
Teacher spread0.350 · 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 teacher head, not a consensus.

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

Citations4
Published2023
Admission routes2
Has abstractyes

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