RT info:eu-repo/semantics/article T1 Video Games and the COVID-19 Pandemic: Virtual Worlds as New Playgrounds and Training Spaces A1 Somoza Medina, Xosé A1 Somoza Medina, Marta A2 Geografia Humana K1 Geografía K1 Players statistics K1 COVID-19 lockdown K1 Digital society K1 Virtual worlds K1 Video games K1 Digital-real crossovers K1 5403.06 Geografía Social AB [EN] The COVID-19 pandemic forced the authorities to take an unprecedented measure inhistory: the house confinement of millions of people worldwide. Video games, especially open-worldvideo games (OWVGs), became meeting spaces, a digital places to play, chat, learn and socialize dueto the context of the health crisis, respecting the rules of social distancing. This article analyses therole of video games and, more specifically, OWVGs, as playgrounds and training spaces during thepandemic. Statistical data and analyses carried out by consulting companies and civil associationsshow the definitive insertion of these video games in our routine and social relations. The challenge isto take advantage of the skills and abilities that these video games develop within a new frameworkof individual and community learning. The conclusions of the research show that the virtual worldsof video games are for the new digital society, safe and comfortable meeting spaces, and that sincethe confinement, these dig PB MDPI SN 2673-8112 LK https://hdl.handle.net/10612/17646 UL https://hdl.handle.net/10612/17646 NO 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 DS BULERIA. Repositorio Institucional de la Universidad de León RD 29-jun-2024