Animal crossing and COVID-19: a qualitative study examining how video games satisfy basic psychological needs during the pandemic
The COVID-19 pandemic has affected the way many people live their lives. The increasing amount of time spent indoors and isolated during periods of lockdown has been accompanied by an increase in the time people spend playing video games. One such game which soared in popularity during the early sta...
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sg-ntu-dr.10356-1614582023-03-05T15:58:24Z Animal crossing and COVID-19: a qualitative study examining how video games satisfy basic psychological needs during the pandemic Yee, Andrew Z. H. Sng, Jeremy R. H. Wee Kim Wee School of Communication and Information Social sciences::Communication Video Games Self-Determination Theory The COVID-19 pandemic has affected the way many people live their lives. The increasing amount of time spent indoors and isolated during periods of lockdown has been accompanied by an increase in the time people spend playing video games. One such game which soared in popularity during the early stages of the pandemic was Animal Crossing: New Horizons. Through semi-structured interviews with players, and using a theory-informed qualitative analysis, we document and examine players' motivations and experiences playing Animal Crossing: New Horizons during the pandemic. Findings suggest that playing the game helped satisfy various psychological needs-autonomy, relatedness, and competence-as described by Self-Determination Theory. Conversely, players stopped playing the game when they found that their psychological needs were thwarted or better met through other activities. Our findings offer support that video games can offer psychological relief in stressful contexts by providing opportunities for people to satisfy key psychological needs. Theoretical and practical implications are discussed. Published version The open access publication fees are supported by the Singapore University of Technology and Design’s Kickstarter Initiative. 2022-09-05T02:21:16Z 2022-09-05T02:21:16Z 2022 Journal Article Yee, A. Z. H. & Sng, J. R. H. (2022). Animal crossing and COVID-19: a qualitative study examining how video games satisfy basic psychological needs during the pandemic. Frontiers in Psychology, 13, 800683-. https://dx.doi.org/10.3389/fpsyg.2022.800683 1664-1078 https://hdl.handle.net/10356/161458 10.3389/fpsyg.2022.800683 35465561 2-s2.0-85128600024 13 800683 en Frontiers in Psychology © 2022 Yee and Sng. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. application/pdf |
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Social sciences::Communication Video Games Self-Determination Theory Yee, Andrew Z. H. Sng, Jeremy R. H. Animal crossing and COVID-19: a qualitative study examining how video games satisfy basic psychological needs during the pandemic |
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The COVID-19 pandemic has affected the way many people live their lives. The increasing amount of time spent indoors and isolated during periods of lockdown has been accompanied by an increase in the time people spend playing video games. One such game which soared in popularity during the early stages of the pandemic was Animal Crossing: New Horizons. Through semi-structured interviews with players, and using a theory-informed qualitative analysis, we document and examine players' motivations and experiences playing Animal Crossing: New Horizons during the pandemic. Findings suggest that playing the game helped satisfy various psychological needs-autonomy, relatedness, and competence-as described by Self-Determination Theory. Conversely, players stopped playing the game when they found that their psychological needs were thwarted or better met through other activities. Our findings offer support that video games can offer psychological relief in stressful contexts by providing opportunities for people to satisfy key psychological needs. Theoretical and practical implications are discussed. |
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Wee Kim Wee School of Communication and Information |
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Wee Kim Wee School of Communication and Information Yee, Andrew Z. H. Sng, Jeremy R. H. |
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Article |
author |
Yee, Andrew Z. H. Sng, Jeremy R. H. |
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Yee, Andrew Z. H. |
title |
Animal crossing and COVID-19: a qualitative study examining how video games satisfy basic psychological needs during the pandemic |
title_short |
Animal crossing and COVID-19: a qualitative study examining how video games satisfy basic psychological needs during the pandemic |
title_full |
Animal crossing and COVID-19: a qualitative study examining how video games satisfy basic psychological needs during the pandemic |
title_fullStr |
Animal crossing and COVID-19: a qualitative study examining how video games satisfy basic psychological needs during the pandemic |
title_full_unstemmed |
Animal crossing and COVID-19: a qualitative study examining how video games satisfy basic psychological needs during the pandemic |
title_sort |
animal crossing and covid-19: a qualitative study examining how video games satisfy basic psychological needs during the pandemic |
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2022 |
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https://hdl.handle.net/10356/161458 |
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