Humans are social beings. It is therefore not surprising that the social distancing and movement restrictions associated with the Covid-19 pandemic had severe consequences for the well-being of large sections of the population, leading to increased loneliness and related mental diseases. Many people found emotional shelter in online multiplayer games, which have already proven to be great social incubators. While the positive effect games had on individuals has become evident, we are still unaware of how and if games fostered the fundamental need for connectedness that people sought. In other words: how have the social bonds and interaction patterns of players changed with the advent of the pandemic? For this purpose, we analyzed one year of data from an online multiplayer game (League of Legends) to observe the impact of Covid-19 on player assiduity and sociality in three different geographical regions (i.e., Europe, North America, and South Korea). Our results show a strong relationship between the development of Covid-19 restrictions and player activity, together with more robust and recurrent social bonds, especially for players committed to the game. Additionally, players with reinforced social bonds-i.e., people played with similar teammates-were more likely to stay in the game even once the restrictions were lifted.
翻译:因此,与Covid-19大流行有关的社会疏远和行动限制对大量人口的福祉造成了严重后果,导致孤独和相关的精神疾病增多,这并不令人惊讶。许多人在网上多人游戏中找到了情感庇护,这已经证明是巨大的社会孵化器。虽然游戏对个人的积极影响已经变得很明显,但我们仍然不知道游戏是如何和是否促进人们所寻求的连通的基本需要。换句话说:随着该大流行的到来,玩家的社会纽带和互动模式是如何改变的?为此目的,我们分析了网上多玩家游戏(传奇者联盟)的一年数据,以观察Covid-19对三个不同地理区域(即欧洲、北美和韩国)玩家的失常和社交性的影响。我们的结果显示,Covid-19限制的发展与玩家活动之间有着密切的关系,以及更加牢固和经常的社会纽带,特别是对于致力于该大流行的玩家而言。此外,甚至强化了社会纽带的玩家们,曾经受到过类似的限制,曾经受到过类似的球队。