The effects of playing video games on stress, anxiety, depression, loneliness, and gaming disorder during the early stages of the COVID-19 pandemic: PRISMA …

F Pallavicini, A Pepe, F Mantovani - … , Behavior, and Social …, 2022‏ - liebertpub.com
During the initial phases of the COVID-19 pandemic, playing video games has been much
more than just a pastime. Studies suggested that video games for many individuals have …

When and how video games can be good: A review of the positive effects of video games on well-being

YJ Halbrook, AT O'Donnell… - Perspectives on …, 2019‏ - journals.sagepub.com
Video games are a source of entertainment for a wide population and have varied effects on
well-being. The purpose of this article is to comprehensively examine game-play research to …

Social benefits of living in the metaverse: The relationships among social presence, supportive interaction, social self-efficacy, and feelings of loneliness

HJ Oh, J Kim, JJC Chang, N Park, S Lee - Computers in Human Behavior, 2023‏ - Elsevier
In the context of South Korea, the present study investigated the social benefits of utilizing
the two popular metaverse platforms, Roblox and Zepeto. Focusing on young generations …

Playing video games during the COVID-19 pandemic and effects on players' well-being

M Barr, A Copeland-Stewart - Games and Culture, 2022‏ - journals.sagepub.com
The COVID-19 pandemic has affected our lives in many ways, including how we choose to
spend our time and deal with unprecedented circumstances. Anecdotal reports suggest that …

Don't you know that you're toxic: Normalization of toxicity in online gaming

NA Beres, J Frommel, E Reid, RL Mandryk… - Proceedings of the …, 2021‏ - dl.acm.org
Video game toxicity, endemic to online play, represents a pervasive and complex problem.
Antisocial behaviours in online play directly harm player wellbeing, enjoyment, and retention …

eSports–Competitive sports or recreational activity?

K Hallmann, T Giel - Sport management review, 2018‏ - Elsevier
Abstract eSports is growing around the globe, with more and more individuals are engaged
as players or spectators. In this paper, the authors reflect on whether eSports can be …

What is eSports and why do people watch it?

J Hamari, M Sjöblom - Internet research, 2017‏ - emerald.com
Purpose The purpose of this paper is to investigate why do people spectate eSports on the
internet. The authors define eSports (electronic sports) as “a form of sports where the …

[HTML][HTML] Feelings of presence and perceived social support in social virtual reality platforms

V van Brakel, M Barreda-Ángeles… - Computers in Human …, 2023‏ - Elsevier
Social virtual reality (social VR) platforms are gaining popularity among users. Previous
qualitative research suggests that feelings of presence can make these platforms an …

[HTML][HTML] Commercial off-the-shelf video games for reducing stress and anxiety: systematic review

F Pallavicini, A Pepe, F Mantovani - JMIR mental health, 2021‏ - mental.jmir.org
Background Using commercial off-the-shelf video games rather than custom-made computer
games could have several advantages for reducing stress and anxiety, including their low …

Female gamers' experience of online harassment and social support in online gaming: A qualitative study

L McLean, MD Griffiths - International journal of mental health and …, 2019‏ - Springer
Female gaming is a relatively under-researched area, and female gamers often report
experiencing harassment whilst playing online. The present study explored female …