Impact of Covid19 On Gaming Industry
Impact of Covid19 On Gaming Industry
Impact of Covid19 On Gaming Industry
This increase can be seen in the game industry all across the world. WinZo Games, an Indian
gaming startup, for example, experienced a threefold increase in user engagement and a 30%
increase in traffic. Furthermore, games with many players had a 35 percent greater utilization
rate. During the epidemic, this growth has resulted in a significant increase in the number of
online users. Similarly, Paytm First Games, an Indian mobile-based online gaming platform,
saw a nearly 200 percent growth in user base during the pandemic, with 75,000 new users.
(Kritika Premnath Amin, 2020). Telecom Italia, for example, recently stated that there has
been a "more than 70% rise in Internet traffic across our landline network, owing to the
significant contribution of online games like Fortnite." As a result, investments in the sector
are expected to produce favorable results in the near future. People went to spending that
could be eaten quickly and in small amounts since they couldn't foresee how long the
pandemic would last. Given the high cost of video games, home entertainment has become
even more appealing.
Methodology
Procedure
For the purpose of the current project, several forms of evidence were examined in
order to find out if games helped people spend time during the pandemic. The
research of the project therefore consisted of two different methods:
1. Primary data collected via survey from 5th April, 2022 to 14th April, 2022. A total
of xy responses were collected. The form of the questionnaire is attached below in
xyz. The goal of the survey was to find the total number of people who started playing
games in pandemic and how it affected their mental health.
2. Secondary data collected from various academic papers and articles in order to
properly comprehend and portray our findings in an elaborate method.
Results
We conducted a survey to find out the number of people who started playing games
during the pandemic and to also find out the reason why they did so. We found the
following data from the survey. A total of 48 people responded in the survey and
amongst them 64.6% people started playing games during the pandemic. And when
asked why, 31.2% answered "I was stuck inside my home and had nothing better to
do". This shows how people got bored by staying inside their homes all the time and
how gaming helped them in this dire situation.
Discussion
From the graph above we can see that almost 67% respondent started
playing games during the pandemic. During the pandemic when
everyone had to stay locked indoors, most people turned to games to
relieve stress. Online games helped them to interact with their friends
and even new people, from inside the temporary prison they were living
in, all they needed was an internet connection. People could voice chat,
or text or even play games while using webcam so everyone could see
each other. This way even though they were thousands of miles away,
they could still talk like they are sitting next to each other.
In this graph we can see the reasons why the respondents started
playing games. 31.4% people said that they were stuck inside their
houses and they had nothing better to do while 19.6% people said that
they never got enough time to play games before the pandemic.
Moreover, 15.7% people said that they were introduced to new games
by their friends and 13.7% people said that they were bored. So we can
see that almost everyone was bored and didn't had anything good to do
as they were locked inside for a very long period of time so they turned
toward video games. From further research we also found out that
besides reducing stress video games also helped people to relax and take
their mind off from serious matters. It helped them escape to a virtual
world where they could be anything and do anything they wanted.
Conclusion
It's vital to note that these findings are based on people's perceptions of their own well-
being, and that the data must be self-reported. While self-report measures of subjective
well-being have been shown to be accurate (Diener, 2009), further research on the
association between video games and well-being may look into using physiological or
observational measurements. However, because this job was done under lockdown, it was
unable to have the social contact that such measures would necessitate.
The consequences of self-selection must also be considered. While the study's participants
were diverse in terms of demographics, they are probably certainly not typical of the
global gaming community. According to the Entertainment Software Association's 2020
poll, 41 percent of players in the United States are female, compared to 33 percent in the
United Kingdom (ESA, 2020). Furthermore, ethical considerations prevented participants
under the age of 15 from participating, thus they are not included in the analysis. The
highly favorable character of the results could also be due to self-selection bias: perhaps
those players who are most enthusiastic about playing video games are more likely to
complete a survey on their hobby.
Appendix
Reference :
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Perez, M. (2020, 03 16). Video Games Are Being Played At Record Levels As The Coronavirus
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https://link.springer.com/article/10.1007/s11469-020-00358-1
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