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Digital Paper Trail (DPT)

Key Words
 

1. video games or computer games or gaming or online games or internet games or


online gaming
2. socialization or social development or social interaction or social networks or
communication
3. coronavirus or covid-19 or 2019-ncov or covid19 or covid-19 or corona virus or
pandemic or quarantine or pandemic

UCF Library
Key words: Covid-19, video games, communication, socialization
 
 

1. The positive use of video games and media in psychodynamic psychotherapy


1. During this COVID‐19 pandemic, thousands of children and adolescents remain
in their homes without going to school, becoming physically isolated from friends
and the external world. Many children are using social media and gaming during
this difficult worldwide period of anxiety and uncertainty to regulate their internal
world and interpersonal relationships. This is the latest expression of a radical
change in how children and adolescents express themselves, which has grown
exponentially since the introduction of gaming and social media.
2. https://onlinelibrary.wiley.com/doi/full/10.1002/cbl.30474  (Links to an external
site.)
2. Among Us: the ultimate party game of the paranoid Covid era; Launched into obscurity
in 2018 but now hugely popular, this online version of wink murder, with its focus on
fabrication and blame-shifting, is scarily on point.
1. Why is among us popular during covid, but not when it was released two years
before
2. https://go.gale.com/ps/retrieve.do?
tabID=T004&resultListType=RESULT_LIST&searchResultsType=SingleTab&h
itCount=1&searchType=AdvancedSearchForm&currentPosition=1&docId=GAL
E
%7CA636841526&docType=Article&sort=RELEVANCE&contentSegment=ZG
PN&prodId=ITOF&pageNum=1&contentSet=GALE
%7CA636841526&searchId=R1&userGroupName=orla57816&inPS=true (Links
to an external site.)

3. Positive Technology and COVID-19


1. The past 10 years have seen the development and maturation of several digital
technologies that can have a critical role to enhancement of happiness and
psychological well-being. In particular, the past decade has seen the emergence of
a new paradigm: “Positive Technology,” the scientific and applied approach to the
use of technology for improving the quality of our personal experience. In this
article we discussed the potential of Positive Technology to augment and enhance
the existing strategies for generating psychological well-being during the COVID-
19 pandemic. In particular different positive technologies—m-Health and
smartphone apps, stand-alone and social virtual reality, video games, exergames,
and social technologies—have the potential of enhancing different critical
features of our personal experience—affective quality, engagement/actualization,
and connectedness—that are challenged by the pandemic and its social and
economic effects. In conclusion, although the focus of tackling the direct impact
of COVID-19 is important, positive technologies can be extremely useful to
reduce the psychological burden of the pandemic and to help individuals in
flourishing even during difficult and complex times.
2. https://www.liebertpub.com/doi/10.1089/cyber.2020.29194.gri (Links to an
external site.)

4. All Fun and Games? How has COVID-19 impacted U.S. video game and toy sales?
1. The article informs how has COVID-19 impacted U.S. video game and toy sales.
Topics discussed include COVID-19 has wreaked havoc on the global economy,
it has bolstered the toy and video games industries in the U.S.; and elimination of
organized sports and the negative impact of social isolation on families led many
parents to turn to toys and video games for help.
2. https://eds.a.ebscohost.com/eds/detail/detail?vid=0&sid=f3811e40-c522-427e-
9142-d09d692e83d0%40sdc-v-
sessmgr02&bdata=JnNpdGU9ZWRzLWxpdmUmc2NvcGU9c2l0ZQ%3d
%3d#AN=144252544&db=buh (Links to an external site.)

5. This is the most-discussed game on Twitter during quarantine.


1. Some numbers and talks about Animal Crossing
2. https://go.gale.com/ps/retrieve.do?
tabID=T004&resultListType=RESULT_LIST&searchResultsType=SingleTab&h
itCount=1&searchType=AdvancedSearchForm&currentPosition=1&docId=GAL
E
%7CA619955461&docType=Brief+article&sort=RELEVANCE&contentSegmen
t=ZGPN&prodId=ITOF&pageNum=1&contentSet=GALE
%7CA619955461&searchId=R1&userGroupName=orla57816&inPS=true (Links
to an external site.)

6. Video Games Are Being Played At Record Levels As The Coronavirus Keeps People
Indoors.
1. A couple facts and top games
2. https://eds.a.ebscohost.com/eds/detail/detail?vid=3&sid=2a71dd1f-1755-46a3-
bed0-
c159e2946dd8%40sessionmgr4007&bdata=JnNpdGU9ZWRzLWxpdmUmc2Nvc
GU9c2l0ZQ%3d%3d#db=edb&AN=142279114 (Links to an external site.)

7. Discussion of digital gaming's impact on players' well-being during the COVID-19


lockdown
1. This research discusses how to utilize digital gaming to support the well-being of
its users and sustain their physical and mental health during the COVID-19
lockdown in which people's activities are limited. The published academic
literature that is written in English and available for access on online databases
was reviewed to develop key take-aways and a framework for discussing how to
enhance people's well-being in the COVID-19 lockdown. Interaction with other
players in virtual communities has been found to have a positive influence on the
mental health of those suffering from a lack of societal connection. A framework
for further research has also been developed that focuses on the critical situation
of the COVID-19 lockdown, as this is an urgent topic with a huge impact on our
health. Some gaming service providers have been proactive in redesigning game
programming to be suitable for the lockdown situation, and this enables players to
enjoy physical activities even at home.
2. https://arxiv.org/abs/2005.00594# (Links to an external site.)

Online Articles
Online Articles (ex. CNN)
 

 How COVID-19 is taking gaming and esports to the next level


 Hall, Stefan. “How COVID-19 is taking gaming and esports to the next level”, World
Economic Forum, https://www.weforum.org/agenda/2020/05/covid-19-taking-
gaming-and-esports-next-level/ (Links to an external site.). Accessed 21 September
2020.
 How Multiplayer Games Keep Us Connected
 Rueter, Ben. “How Multiplayer Games Keep Us Connected”,
Rewire, https://www.rewire.org/multiplayer-games-keep-us-connected/ (Links to an
external site.). Accessed 21 September 2020.
 Social video games to play during the coronavirus quarantine
 https://theconversation.com/social-video-games-to-play-during-the-coronavirus-
quarantine-134880 (Links to an external site.)
 35 essential games to play while stuck at home
 https://www.washingtonpost.com/video-games/2020/04/03/best-video-games-modern-
nintendo-playstation-xbox-pc/ (Links to an external site.)
 Staying connected: Maintaining friendships through video games
 https://csulauniversitytimes.com/staying-connected-maintaining-friendships-through-
video-games/ (Links to an external site.)
 VIDEO GAMES ARE SOCIAL SPACES: HOW VIDEO GAMES HELP PEOPLE
CONNECT
 https://www.jcfs.org/response/blog/video-games-are-social-spaces-how-video-games-
help-people-connect (Links to an external site.)
 Online Gaming: Staying Connected During Times of Social Distancing
 https://www.licenseglobal.com/analysis/online-gaming-staying-connected-during-times-
social-distancing (Links to an external site.)
 Social Distancing And Staying Connected Through Games
 https://www.mhanational.org/blog/social-distancing-and-staying-connected-through-
games (Links to an external site.)
 As Hanging Out Gets Difficult, More People Are Turning To Social Video Games
 https://www.npr.org/2020/03/19/818350972/as-hanging-out-gets-difficult-more-people-
are-turning-to-social-video-games (Links to an external site.)
 Staying connected through gaming: Online video games keep local athletes in touch with
teammates
 https://www.miamivalleytoday.com/2020/04/02/staying-connected-through-gaming-
online-video-games-keep-local-athletes-in-touch-with-teammmates/ (Links to an external
site.)
 COMMENTARY: Staying social during quarantine through video games
 https://globalnews.ca/news/6821352/coronavirus-quarantine-video-games/ (Links to an
external site.)
 On coronavirus lockdown, gamers seek solace and community in video games
 https://www.usatoday.com/story/tech/2020/04/03/coronavirus-gaming-offers-connection-
amid-covid-19-social-distancing/5086472002/ (Links to an external site.)
 Second Language Use, Socialization, and Learning in Internet Interest Communities and
Online Gaming
 WHO’s Play Apart Together campaign uses games to promote social distancing
 https://www.digitaltrends.com/gaming/play-apart-together-covid-19-gaming/ (Links
to an external site.)
 Who and game companies launch #PlayApartTogether to promote physical distancing
 https://venturebeat.com/2020/03/28/who-and-game-companies-launch-playaparttogether-
to-promote-physical-distancing/ (Links to an external site.)
 Gaming companies are inserting WHO coronavirus guidance into games in an effort to
encourage players to stay home
 https://www.insider.com/play-apart-together-who-coronavirus-covid-19-blizzard-riot-
twitch-2020-3 (Links to an external site.)
 Games Industry Unites to Promote World Health Organization Messages Against COVID-
19; Launch #PlayApartTogether Campaign
 https://www.businesswire.com/news/home/20200328005018/en/Games-Industry-Unites-
to-Promote-World-Health-Organization-Messages-Against-COVID-19-Launch-
PlayApartTogether-Campaign (Links to an external site.)
 Ubisoft’s Play Apart Together campaign saw 9 million free game downloads
 https://www.gamesradar.com/ubisofts-play-apart-together-campaign-saw-9-million-free-
game-downloads/ (Links to an external site.)
 Games Industry Unites to Promote World Health Organization Messages Against COVID-
19; Launch #PlayApartTogether Campaign
 https://www.bloomberg.com/press-releases/2020-04-10/games-industry-unites-to-
promote-world-health-organization-messages-against-covid-19-launch-playaparttogether-
campaign (Links to an external site.)

 
 

Ted Talks
There are many Ted talks about video games, so for now I am just going to cite the Ted
YouTube channel as a source.

1) The Ted Talk YouTube page


a) Ted Talk. “TED.” YouTube, https://www.youtube.com/user/TEDtalksDirector (Links to
an external site.).

 
 

YouTube Videos
There are a couple YouTube videos (not the Ted Talks) that I am planning on using for the
research paper. These videos are more informal and based on the YouTubers’ personal
experiences and observations of (online) video games.
 
1) How Overcooked’s Kitchens Force You To Communicate
a) “How Overcooked’s Kitchens Force You To Communicate.” YouTube, uploaded by
Game Makers’ Toolkit, 21 September 2018,https://youtu.be/C3M8BvWcJQY (Links to
an external site.).
2) What Online Multiplayer Is Like For Someone Who Doesn’t Play Games
a) “What Online Multiplayer Is Like For Someone Who Doesn’t Play
Games.” YouTube, uploaded by Razbuten, 19 March
2020,https://youtu.be/rfDVbWgHidY (Links to an external site.). 

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