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Committed to play

Revisualizing young adults’ video game uses and gratifications during Covid-19

Datos Bibliográficos

ID15115766
AutoresAndrew Wilson (0000-0002-9814-5966), Andrew Gordon Wilson (0000-0002-2011-3315), Shane Burrell (0009-0009-7219-2359)
Año2025
Fecha de publicación2025-03-02
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaFirst Monday (JOURNAL)
Identificadores de la revistaISSN: 1396-0458 • E-ISSN: 1396-0466
EditorialUniversity of Illinois Libraries (PUBLISHER)
DOI10.5210/fm.v30i3.13598
OpenAlexW4408101491
IdiomaEN

his study investigates changes in online gaming behavior during the COVID-19 pandemic, applying video game uses and gratifications theory to analyze young adults’ gaming motivations. We explore the popularity of specific gratifications amid the crisis and propose a novel gratification, commitment, that may affect gaming choices. Results showcase a possible link between some players who self-report tenuous or low emotional and mental well-being and certain video game gratifications, like competition and diversion. Our findings suggest commitment may influence some players’ willingness to pursue social and competitive gratifications, especially if they are more willing to identify as a gamer

2019-20 coronavirus outbreak · Advertising · Business · Internet privacy · Multimedia · Online video · Social media · Uses and gratifications theory · Video game · World Wide Web · Child Development and Digital Technology · Computer Science · Digital Games and Media · Impact of Technology on Adolescents · Medicine · Psychology · Internal Medicine · Virology

Velocidad de citaciónhistorical
Altamente citadoNo
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