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GAMING AND GAMERS IN TIMES OF PANDEMIC

Adam Jerrett, Amon Rapp, Arianna Boldi, Bastian Kordyaka, Débora Krischke Leitão, Dobroslaw Mankowsk, Gabrielle Trépanier-Jobin, Hugh Davies, Jakub Majewski, Jérémie Pelletier-Gagnon, Juho Hamari, Krzysztof Chmielewski, Larissa Hjorth, Lobna Hassan, Maria Ruotsalainen, Maurizio Tirassa, Michal Jasny, Mikko Meriläinen, Noel Brett, Piotr Siuda, Samuli Laato, Sasha Soraine, Stefan Brückner



 

This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games.


The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation.


Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardcover


9798765110232

2024

288

English

eBook


9798765110263

2024

288

 

TAGS


Publishers: #Bloomsbury (Bloomsbury)

Languages: #English

Accessibility: N/A

Year: #Year2024

Genres: #GameStudies


Companies:

N/A


Public Figures:

N/A


Games:

#AnimalCrossing (Animal Crossing: New Horizons) #Minecraft (Minecraft)

#Roblox (Roblox)


Misc:

#Covid19 (Covid-19)

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