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DOI: 10.1002/hbe2.221
CASE STUDY
Lin Zhu
KEYWORDS
1 | OVERVIEW OF PHENOMENON fashion, growing flowers, participating in annual events, and much
more. The game proceeds in an open-ended fashion and develops it
In the past several months, many of us are either experiencing lock- into a community of anthropomorphic animals. Players can also have
down or voluntarily following the social distancing rules to minimize social interaction with other players online, which is one of the most
our time spent outside due to the ongoing COVID-19 pandemic. attractive parts of the game.
Fighting the epidemic is a serious matter. Comparing with the impor- New Horizons have received massively popularity and acclaim
tance that people attached to the epidemic trend and healthcare, the from game players and critics all over the world. It sold five million
release of a video game seems trivial to notice. However, Animal digital copies in its first month, breaking the console game record for
Crossing: New Horizons, a life simulation video game, brought unex- most digital units sold in a single month. It became the best-selling
pected magic to get the public attention and let us rethink the psy- game in the Animal Crossing series after 6 weeks with 13.41 million
chology behind the game. units sold (Wikipedia, 2020). At press time, the Nintendo Switch has
New Horizons is the fifth main series title in the Animal Crossing been sold out almost everywhere online and in-store at many popular
series. It is developed and published by Nintendo for the Nintendo retailers.
Switch, released in all regions on March 20, 2020. As in previous
installments in the Animal Crossing series, Animal Crossing: New Hori-
zons is a nonlinear life simulation game played in real-time. In New 2 | T H E P S Y C H O L O G Y B E H I ND
Horizons, a player assumes the role of a customizable character who T H E “G A M E ”
moves to a deserted island to build and expand their home by granting
a loan, exploring their surroundings, interacting with a cast of adorable Many critics attribute its popularity to the “right timing.” As
animal villagers, catching bugs, collecting fish, designing their own Khan (2020) stated in The New York Times, the success has been
Hum Behav & Emerg Tech. 2021;3:157–159. wileyonlinelibrary.com/journal/hbe2 © 2020 Wiley Periodicals LLC 157
158 ZHU
ones and helps people to get rid of the loneliness caused by social iso- AUTHOR BIOGRAPHY
lation. Overall, during the COVID-19 pandemic, no matter the experi-
ences of anxiety and escapism, or the social isolation and loneliness, Lin Zhu is a graduate student in Educational
New Horizons made us realize the psychology behind video games has and Methodology Psychology at University at
far more than we have already known. In front, more treasures are Albany. She holds her two Bachelor's degrees
waiting to be explored for future studies. in Management and Informatics Sciences
from both Dalian University of Foreign Lan-
ORCID guages, China, and Josai International Univer-
Lin Zhu https://orcid.org/0000-0002-9288-3503 sity, Japan. Lin Zhu is fluent in English,
Japanese, and Mandarin Chinese. Prior to her study at University
RE FE R ENC E S at Albany, she used to work in the marketing department in sev-
Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer eral companies in East Asia and the Middle East. Lin Zhu's current
online role-playing gamers. Cyberpsychology & Behavior, 10(4), 575–583.
research interests include cross-cultural and gender differences in
De Jong Gierveld, J., Van Tilburg, T., & Dykstra, P. A. (2006). Loneliness
and social isolation. In Cambridge Handbook of Personal Relationships human development studies. Recently, her research mainly
(pp. 485–500). Cambridge, UK: Cambridge University Press. focuses on the complex relationship between video games and
Edwards, S. (2013). Forum focus-All the lonely people. Nursing Older Peo- psychological well-being. For the future research direction, she
ple, 25(10), 10.
may continue to expand the research field from video games to a
Hussain, M., & Griffiths, M. (2009). The attitudes, feelings, and experiences
of online gamers: A qualitative analysis. Cyberpsychology & Behavior, variety of emerging technologies, from a psychological perspec-
12(6), 747–753. tive to strategies of mediating the conflict between technology
Kardefelt-Winther, D. (2014). The moderating role of psychosocial well- use and human development. Ultimately, her research would aim
being on the relationship between escapism and excessive online gam-
to use the positive side of technologies to help people gain knowl-
ing. Computers in Human Behavior, 38, 68–74.
Khan, I. (2020, April 7). Why animal crossing is the game for the coronavi-
edge, overcome psychological difficulties, and have a better
rus moment. The New York Times. Retrieved from. https://www. understanding of themselves.
nytimes.com/2020/04/07/arts/animal-crossing-covid-coronavirus-po
pularity-millennials.html
Platinum (2020, April 9). The psychology of animal crossing. In Psychology
and Video Games. Retrieved from. http://platinumparagon.info/
psychology-of-animal-crossing/ How to cite this article: Zhu L. The psychology behind video
Wikipedia Contributors. (2020, July 7). Animal Crossing: New Horizons. games during COVID-19 pandemic: A case study of Animal
Wikipedia, The Free Encyclopedia. Retrieved from https://en.wikipedia.org/ Crossing: New Horizons. Hum Behav & Emerg Tech. 2021;3:
w/index.php?title=Animal_Crossing:_New_Horizons&oldid=966511636
157–159. https://doi.org/10.1002/hbe2.221
Young, K. (1998). Internet addiction: The emergence of a new clinical dis-
order. Cyberpsychology & Behavior, 1, 237–244.