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Video Games Transform into Essential Digital Leisure and Learning Platforms Amidst COVID 19 Pandemic

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Video Games as Digital Entertnment Platforms During the COVID-19 Pandemic: A Socio-Cultural Analysis

Abstract:

The COVID-19 pandemic has dramatically reshaped the global landscape, profoundly impacting various aspects of life, from education to work and leisure activities. Governments' stringent lockdown measures forced many sectors into virtual spaces, particularly in Europe, where significant advancements have been seen in the video game industry's contribution to societal needs. This study explore how video games are serving as alternative entertnment sources and educational tools that facilitate dly living during such unprecedented times.

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We employ a qualitative approach combined with literature review methods to analyze the role of video games during the pandemic period. By focusing on Europe, we leverage insights from a substantial gaming industry base, ming to uncover novel perspectives and deepen our understanding of video game's societal impact.

Findings:

The research reveals that video games are not just solitary digital diversions but multifaceted platforms that serve diverse functions in society. They provide an outlet for entertnment, ding mental health during isolation by offering a means to escape reality. Moreover, they have become valuable educational tools, providing learning opportunities through simulations and immersive experiences that enhance cognitive skills.

Implications:

This study underscores the importance of recognizing video games as more than just recreational activities; they are digital assets capable of supporting societal needs in times of crisis. As digital entertnment platforms during the COVID-19 pandemic, video games facilitate connections among people, foster mental resilience, and offer innovative learning opportunities that can be leveraged by individuals and organizations alike.

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In light of this research, we advocate for a reevaluation of video game's societal roles beyond traditional perceptions. The industry has demonstrated remarkable adaptability during the pandemic, proving its potential as a tool for social cohesion, education, and mental well-being in an era where physical distancing is paramount. As the world continues to navigate through similar disruptions, embracing digital platforms like video games may offer unforeseen benefits and opportunities for societal advancement.

This study opens up avenues for further exploration into how digital technologies can be harnessed to enrich our experiences during challenging times. By understanding the multifaceted roles of video games within society, we can foster more innovative solutions that leverage technology for common good, enhancing resilience and connectivity in the face of adversity.

Keywords: COVID-19 pandemic, digital entertnment, video games, societal impact, social connection
This article is reproduced from: https://www.taylorfrancis.com/chapters/oa-edit/10.1201/9781003180128-9/video-games-digital-entertainment-platform-covid-19-pandemic-maheswara-wibowo

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