TY - GEN
T1 - Playing the video games during COVID-19 pandemic and its effects on player's well-being
AU - Noaman, Samar Billi
AU - Ibrahim, Amer
AU - Ali, Liaqat
AU - Iqbal, M. W.
AU - Ashraf, Asma
AU - Haseeb, Usama
AU - Muneer, Salman
AU - Almajed, Rasah
AU - Hamid, K.
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - COVID-19 affected our lives intensly. That state of affairs made humans helpless. They had been depressed and experienced loneliness. At that time many human beings were determined to play video games just to loosen up their minds. Many games changed into an additional source of revenue wherein during COVID-19 they were playing while earning money. With these advantages, there were also some poor effects was accrued. A number of players remained playing video games post COVID-19. The carried out survey is based on the social video games results on players' well-being and additionally on the effects of gamers' health and their sensible lifestyles. We are going to investigate the behavior of gamers engaged with video games during the COVID-19 lockdown and the video games affects on their well-being, the time they served in playing video games, and the consequential effect on their behavior and social and mental well-being. The results provide a start line for empirically grounded discussions on video games at some stage in the pandemic, their use, and potential outcomes. Different agegroups of players have been investigated. Most players are between 18 and 30 years. A number of the gamers during lock down played a few hours but most of players were males who spent most of their day playing video games. However, now the ratio of playing video games is reduced as examined with past circumstances. Roughly we can say that the condition as a whole is better, the reason why players enforced video games in their post COVID-19 practical life1.
AB - COVID-19 affected our lives intensly. That state of affairs made humans helpless. They had been depressed and experienced loneliness. At that time many human beings were determined to play video games just to loosen up their minds. Many games changed into an additional source of revenue wherein during COVID-19 they were playing while earning money. With these advantages, there were also some poor effects was accrued. A number of players remained playing video games post COVID-19. The carried out survey is based on the social video games results on players' well-being and additionally on the effects of gamers' health and their sensible lifestyles. We are going to investigate the behavior of gamers engaged with video games during the COVID-19 lockdown and the video games affects on their well-being, the time they served in playing video games, and the consequential effect on their behavior and social and mental well-being. The results provide a start line for empirically grounded discussions on video games at some stage in the pandemic, their use, and potential outcomes. Different agegroups of players have been investigated. Most players are between 18 and 30 years. A number of the gamers during lock down played a few hours but most of players were males who spent most of their day playing video games. However, now the ratio of playing video games is reduced as examined with past circumstances. Roughly we can say that the condition as a whole is better, the reason why players enforced video games in their post COVID-19 practical life1.
KW - COVID-19
KW - Well-being
KW - coronavirus
KW - gaming effects
KW - pandemic
UR - https://www.scopus.com/pages/publications/85160718193
UR - https://www.scopus.com/pages/publications/85160718193#tab=citedBy
U2 - 10.1109/ICBATS57792.2023.10111229
DO - 10.1109/ICBATS57792.2023.10111229
M3 - Conference contribution
AN - SCOPUS:85160718193
T3 - 2nd International Conference on Business Analytics for Technology and Security, ICBATS 2023
BT - 2nd International Conference on Business Analytics for Technology and Security, ICBATS 2023
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2nd International Conference on Business Analytics for Technology and Security, ICBATS 2023
Y2 - 7 March 2023 through 8 March 2023
ER -