What role can videogames play in the COVID-19 pandemic? [version 2; peer review: 2 approved]
Video games are often thought of as trite activities for younger generations. However, research in game studies over the last few decades have revealed that games can be valuable tools for growth and connection, particularly among older generations. Exploring the ways digital games can be used as to...
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Format: | Article |
Language: | English |
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Emerald Publishing
2020-10-01
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Series: | Emerald Open Research |
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Online Access: | https://emeraldopenresearch.com/articles/2-34/v2 |
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author | Rachel Kowert Hannah R. Marston |
author_facet | Rachel Kowert Hannah R. Marston |
author_sort | Rachel Kowert |
collection | DOAJ |
description | Video games are often thought of as trite activities for younger generations. However, research in game studies over the last few decades have revealed that games can be valuable tools for growth and connection, particularly among older generations. Exploring the ways digital games can be used as tools for connection has gained increased attention in recent months with global quarantines as a result of COVID-19. This article reviews the research that has examined the utility of digital games for older adults, focusing specifically on the ways in which games can be tools for social connectedness and psychological healing for older adults and intergenerationally. Special focus will be placed on the role games can play for post-traumatic stress among first responders. |
first_indexed | 2024-04-11T10:15:33Z |
format | Article |
id | doaj.art-dcd9163d394040d2aea14f1e59211bc8 |
institution | Directory Open Access Journal |
issn | 2631-3952 |
language | English |
last_indexed | 2024-04-11T10:15:33Z |
publishDate | 2020-10-01 |
publisher | Emerald Publishing |
record_format | Article |
series | Emerald Open Research |
spelling | doaj.art-dcd9163d394040d2aea14f1e59211bc82022-12-22T04:29:58ZengEmerald PublishingEmerald Open Research2631-39522020-10-01215039What role can videogames play in the COVID-19 pandemic? [version 2; peer review: 2 approved]Rachel Kowert0Hannah R. Marston1https://orcid.org/0000-0002-8018-4166Take This, Seattle, WA, United StatesHealth and Wellbeing Strategic Research Area, Open University, UK, Milton Keynes, Buckinghamshire, MK7 6AA, United KingdomVideo games are often thought of as trite activities for younger generations. However, research in game studies over the last few decades have revealed that games can be valuable tools for growth and connection, particularly among older generations. Exploring the ways digital games can be used as tools for connection has gained increased attention in recent months with global quarantines as a result of COVID-19. This article reviews the research that has examined the utility of digital games for older adults, focusing specifically on the ways in which games can be tools for social connectedness and psychological healing for older adults and intergenerationally. Special focus will be placed on the role games can play for post-traumatic stress among first responders.https://emeraldopenresearch.com/articles/2-34/v2Digital games Social connectedness Mental health PTSD Interaction Intergenerationaleng |
spellingShingle | Rachel Kowert Hannah R. Marston What role can videogames play in the COVID-19 pandemic? [version 2; peer review: 2 approved] Emerald Open Research Digital games Social connectedness Mental health PTSD Interaction Intergenerational eng |
title | What role can videogames play in the COVID-19 pandemic? [version 2; peer review: 2 approved] |
title_full | What role can videogames play in the COVID-19 pandemic? [version 2; peer review: 2 approved] |
title_fullStr | What role can videogames play in the COVID-19 pandemic? [version 2; peer review: 2 approved] |
title_full_unstemmed | What role can videogames play in the COVID-19 pandemic? [version 2; peer review: 2 approved] |
title_short | What role can videogames play in the COVID-19 pandemic? [version 2; peer review: 2 approved] |
title_sort | what role can videogames play in the covid 19 pandemic version 2 peer review 2 approved |
topic | Digital games Social connectedness Mental health PTSD Interaction Intergenerational eng |
url | https://emeraldopenresearch.com/articles/2-34/v2 |
work_keys_str_mv | AT rachelkowert whatrolecanvideogamesplayinthecovid19pandemicversion2peerreview2approved AT hannahrmarston whatrolecanvideogamesplayinthecovid19pandemicversion2peerreview2approved |