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10.1556/2006.2020.00016

http://scihub22266oqcxt.onion/10.1556/2006.2020.00016
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32352927!8939428!32352927
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suck abstract from ncbi


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pmid32352927      J+Behav+Addict 2020 ; 9 (2): 184-186
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  • Problematic online gaming and the COVID-19 pandemic #MMPMID32352927
  • King DL; Delfabbro PH; Billieux J; Potenza MN
  • J Behav Addict 2020[Jun]; 9 (2): 184-186 PMID32352927show ga
  • Stay-at-home mandates and quarantines related to the coronavirus (COVID-19) pandemic have led to greatly increased participation in online gaming. Initiatives such as #PlayApartTogether that promote gaming for socializing and stress reduction may achieve positive outcomes. Although gaming can be a healthy coping strategy for the majority, it can also pose risks to some vulnerable individuals. Protracted periods of social isolation and technology-based activity pose the danger of solidifying unhealthy lifestyle patterns, leading to difficulties to readaptation when the COVID-19 crisis has passed. Balanced and effective approaches to gaming during the COVID-19 pandemic are needed to support physical and psychological wellbeing.
  • |*Behavior, Addictive/prevention & control/psychology[MESH]
  • |*Coronavirus Infections/epidemiology/prevention & control/psychology[MESH]
  • |*Pandemics/prevention & control[MESH]
  • |*Pneumonia, Viral/epidemiology/prevention & control/psychology[MESH]
  • |Adaptation, Psychological[MESH]
  • |Attitude to Computers[MESH]
  • |Betacoronavirus[MESH]
  • |COVID-19[MESH]
  • |Communicable Disease Control/methods[MESH]
  • |Humans[MESH]
  • |Mental Health[MESH]
  • |SARS-CoV-2[MESH]
  • |Social Isolation/*psychology[MESH]


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