Ask4 have just released a report alongside Red Brick Research called ‘Gaming for Good’ on the use of digital games in the context of the Covid-19 pandemic, with respondents from the UK, Ireland, Spain and Germany. The central takeaway is that “Gaming has played a key role in helping students maintain social connections and reduce stress through lockdown.”
It shows that as students became limited in their activities at the height of the pandemic, many turned to video and online gaming to relieve some of the loneliness caused by the lack of contact with others – helped by joining a community of millions of other gamers around the world.
With the rise in availability, affordability and accessibility of online gaming devices and services, it’s no surprise that 85% of university students surveyed, gamed using a laptop, desktop computer or console in the last six months.
There are many reasons alongside the pandemic that feed into the uptake in gaming. Whilst 79% in the survey said they gamed for general entertainment, other reasons include enjoying the challenge, making new friends (or maintaining connections), reducing stress and developing key skills.
The advantages are magnified when considering that there are significant benefits of taking part in gaming that impact other parts of students’ lives.
The report states that 63% said it made them happier, and 65% said it kept their mind active.
This all contributes to enhancing student wellbeing which Ask4 suggests is improved due to the connection provided by gaming.
They admit that a caveat in this point is that gaming can be beneficial unless it impacts activities such as sleeping, studying and exercise. As with most things, people have higher wellbeing when they’re rested, physically active and keeping up with their obligations.
But the security of gaming provided much comfort to many over lockdown, and aided students when gyms, bars and lecture halls weren’t open. Even now, the online world can provide a safe environment for students to try new things and explore different parts of themselves.
The growing number of gamers has not gone unnoticed by businesses either. Recruiters see highly valuable skills in gamers; attributes like collaboration, problem-solving and remaining calm under pressure prove to be transferable in all settings making gamers highly recruitable for many different sectors.
The gaming space is opening up to millions of people providing students with the chance to connect with friends and with people across the world. It is no longer a male-dominated environment, providing any student the chance to relax, improve their skills and enhance their own wellbeing.
See the report here: https://ask4internet.com/gamingforgood
See more from Red Brick Research: https://www.redbrickresearch.com