Innovation & Tech Today - CA (2020-10)

(Antfer) #1

42 INNOVATION & TECH TODAY^ |^ 2020 YEAR-END ISSUE


Escapism and


Entertainment


How Video Games Are Getting Us Through the COVID-19 Pandemic


By Alex Moersen


On March 11, 2020, the NBA officially
announced they would be suspending their
season indefinitely. It was a pivotal point in the
year, signaling to the masses that COVID-19,
which at the time was still shrouded in mystery,
was something to be taken seriously. For many,
it was the pandemic’s beginning that kept us
inside our homes for most of 2020.
But not all was lost. While we were all locked
in our homes this spring and summer, you know
where people escaped? Video games.
Video games, which still exist in the gray area
between childish toys to some and technological
artisanship to others, became a main source of
entertainment for many this year. According to a
study by Deloitte Insights, 34% of those
surveyed, of all ages, tried a new video game
activity during the pandemic, including
subscribing to a video game service, using a
cloud gaming service, or watching an esports
event. Even 16% of Boomers (ages 55-73) tried
out a new video game activity during the
pandemic. This sudden increased interest in
video games shouldn’t come as a surprise as
video games can provide two key psychological

benefits to humans: escapism and social
interaction.
A Whole New World
Not only are video games a common form of
entertainment and escapism during an anxiety-
inducing pandemic, but many games also
provided an opportunity for people to connect
during the lockdown. Take Animal Crossing :
New Horizons, which was released in March, as
an example of the perfect marrying of escapism
and social interaction. Animal Crossing, the
social simulation game where you mosey
around a peaceful island, sold 13.41 million
units in its first six weeks. “The psychology
behind video games during COVID-19
pandemic: A case study of Animal Crossing : New
Horizons,” a study written by Lin Zhu and
published in Human Behavior and Emerging
Technologies, examines the phenomenon of
Animal Crossing as both a form of escapism and
social interaction.
“It is not hard to discover the two main
psychological successes behind this
phenomenon,” Zhu explains. “First, it captures
peoples’ instinct to escape from realistic

difficulties and their yearning to chase a
peaceful and harmonious life; then it satisfies
peoples’ unwillingness to be lonely and their
deep inner desire for social interaction.”
While playing Animal Crossing : New Horizons,
one can go fishing, pick flowers, chop down trees,
build a home on their own personal island, visit a
friend’s island, and so much more. The game
provides a peaceful atmosphere, where “there are
no mountains of work and demanding bosses,”
Zhu explains. “Most importantly, there is no
disaster or disease, it is like a haven that keeps you
away from COVID-19.”
But Zhu argues that “the most fascinating part
of the game is that the players can continue to
socialize virtually even as they remain in
physical isolation.” For those who were forced to
brave lockdown without family or roommates,
the isolation could be damaging. As social
creatures, it’s important for us to have these
interactions, and Animal Crossing is a great
example of how video games can provide social
needs virtually.

“The gamers not only can invite others to their
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