Evidence map›Paper›PMID 40901403›Full record

ArticleFrontiers in digital health2025

"It's a good distraction from the mayhem of reality": a reflexive thematic analysis on the role of video games to support coping during a crisis.

George Farmer, Nina Higson-Sweeney, Chris Fullwood

Abstract read
In one paragraph

Article in Frontiers in digital health, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

George FarmerDepartment of Psychology, School of Social Sciences, University of Westminster, London, United Kingdom.
Nina Higson-SweeneyDepartment of Psychology, University of Bath, Bath, United Kingdom.
Chris FullwoodDepartment of Psychology, Birmingham City University, Birmingham, United Kingdom.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Introduction: Video games have been shown to offer psychological benefits to gamers during times of stress. One recent, salient example of a stress-inducing event was the COVID-19 pandemic, which created periods of social isolation and uncertainty on a global scale. The current study offers a glimpse into the lives of video gamers during the COVID-19 pandemic and the role of video games in navigating day-to-day stresses during a crisis. Methods: Participants ( Results: Reflexive thematic analysis of 13 interviews generated three themes that focus on video games, coping, and well-being. For many participants, video games provided what the lockdown took away: permitting the restoration of agency, community, and a sense of purpose. Immersing oneself in video games was a proactive coping mechanism for some but protective for others, suggesting a range of strategies that likely differed in effectiveness. Finally, gamers discussed the tension between viewing gaming as a beneficial and valuable activity versus unproductive time-wasting. Discussion: Qualitative results are evaluated through the lens of self-determination theory. The use of video games to deal with the day-to-day stresses of the COVID-19 pandemic illustrates teachable moments that speak to video gaming as a compensatory activity during times of crisis, which applies to future global health events beyond COVID-19.

Indexed as

copingcrisispsychological well-beingstressvideo gaming

Identifiers

PMID40901403
PMCPMC12400524

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.