Committed to play: Revisualizing young adults’ video game uses and gratifications during COVID-19

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.

Authors

Publication Details

Journal
First Monday
Published
2025-03-02
DOI
https://doi.org/10.5210/fm.v30i3.13598
Citations
1
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
4.20
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article

Committed to play: Revisualizing young adults’ video game uses and gratifications during COVID-19

Steven Burrell, Andrew Gordon Wilson
1 citations
First Monday
Impact of Technology on Adolescents
4.20
article

Committed to play: Revisualizing young adults’ video game uses and gratifications during COVID-19

Steven Burrell, Andrew Gordon Wilson
article en
1 citations

Abstract

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.

First Monday
Openalex Percentile: Top 9%
Impact of Technology on Adolescents
4.20
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