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Título
Video Games and the COVID-19 Pandemic: Virtual Worlds as New Playgrounds and Training Spaces
Autor
Facultad/Centro
Área de conocimiento
Título de la revista
COVID
Número de la revista
1
Datos de la obra
Somoza Medina, X., Somoza Medina, M. (2024). Video Games and the COVID-19 Pandemic: Virtual Worlds as New Playgrounds and Training Spaces. COVID 4(1), 1-12. https://doi.org/10.3390/covid4010001
Editor
MDPI
Fecha
2023
ISSN
2673-8112
Zusammenfassung
[EN] The COVID-19 pandemic forced the authorities to take an unprecedented measure in
history: the house confinement of millions of people worldwide. Video games, especially open-world
video games (OWVGs), became meeting spaces, a digital places to play, chat, learn and socialize due
to the context of the health crisis, respecting the rules of social distancing. This article analyses the
role of video games and, more specifically, OWVGs, as playgrounds and training spaces during the
pandemic. Statistical data and analyses carried out by consulting companies and civil associations
show the definitive insertion of these video games in our routine and social relations. The challenge is
to take advantage of the skills and abilities that these video games develop within a new framework
of individual and community learning. The conclusions of the research show that the virtual worlds
of video games are for the new digital society, safe and comfortable meeting spaces, and that since
the confinement, these dig
Materia
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SI
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