Professional Documents
Culture Documents
-Nidhi Tiwari
THESIS STATEMENT:
COVID-19 has had a huge impact on the world due to which students’
mental health was highly affected. The pandemic has not only distanced
research paper will talk about how online games have helped students of
age group 16-20 keep a healthy mental state, learn with fun and stay in
I conducted a survey for the students in APU and all my school friends
who are actively involved in gaming. There were 8 questions, 7 MCQs
and 1 short answer type question, all related to online gaming and
views students have about them.
(https://www.sciencedirect.com/science/article/pii/S2212420920313479)
● The Economist, (2020, Nov 30), Covid 19: Playing video
games during lockdown can be good for mental health.
(https://www.stuff.co.nz/technology/games/300170969/covid19-playing-
video-games-during-lockdowns-can-be-good-for-mental-health)
● Lin Zhu, (2020, sept 09), The psychology behind video games
during COVID-19 pandemic: A case study of Animal Crossing:
New Horizons
(https://onlinelibrary.wiley.com/doi/full/10.1002/hbe2.221)
● Sean Gregory, (2020, April 22), Video Games Benefit Quarantined
Kids in COVID-19 Pandemic: Time
The article highlights the platform gaming provides to maintain social interaction
with having the element of fun in the times of isolation during pandemic. The
quote “What games are able to do for people in mental health recovery, all of
society now needs” shows how it helped people maintain good mental health
during this time. “It’s all about the social interaction” says the professor of
developmental psychopathology at Radboud university. In a survey of 900
people in 45 countries, who play online multiplayer role playing games, it was
observed that approx. three quarters of the players reported making good friends
while playing games.
(https://time.com/5825214/video-games-screen-time-parenting-coronavirus/)
SUB-CLAIMS:
1)Survey: Around 73.3% of the respondents say that online gaming has had
a positive influence on them during the lockdown. 81.3% of them believe
that isolated environment has been a factor that has contributed to increasing
their game time.
Online games have their own positive and negative aspects. But
they proved to be a boon for many students during the lockdown by
serving a platform for social interaction.
If one tries to strike a balance and use these games only as a source
of entertainment, it is evident that they can help students a lot
during isolated times such as the COVID-19 lockdown.
THANK YOU! :)