FSD3545 Playing Video Games during the COVID-19 Pandemic: Interviews 2020

The dataset is (C) available for research only (including Master's, doctoral and Polytechnic/University of Applied Sciences Master's theses). The dataset may not be used for teaching, study (e.g. seminar papers, essays) or other theses (Bachelor's theses or equivalent).

Download the data

Study description in other languages

Related files

Authors

  • Karhulahti, Veli-Matti (University of Jyväskylä. Faculty of Humanities and Social Sciences)
  • Nerg, Henri (University of Jyväskylä. Faculty of Humanities and Social Sciences)
  • Päivinen, Antti (University of Jyväskylä. Faculty of Humanities and Social Sciences)

Keywords

COVID-19, bacterial and virus diseases, digital games, hobbies, leisure time activities, social interaction, time budgets

Abstract

The dataset consists of 10 transcribed interviews that investigated the impact of the COVID-19 pandemic on everyday life and collected information about the interviewees' gaming experiences and time use. Data collection was conducted as part of a research project funded by the University of Jyväskylä and the Academy of Finland (project number 312397).

Interviewees were invited to participate in online gaming events and the interviews were conducted virtually on the Zoom platform. The interviews explored what gaming had been like during the COVID-19 pandemic and the experiences associated with gaming. Interview themes included the impact of the pandemic on everyday life, gaming alone vs. gaming with friends or family, and time spent on gaming and on non-gaming leisure time activities. The interviewees were also asked to recount a particularly memorable gaming experience from the previous month.

Background information included the interviewee's gender and economic activity. The data were organised into an easy to use HTML version at FSD.

The dataset is only available in Finnish.

Study description in machine readable DDI-C 2.5 format

Creative Commons License
Metadata record is licensed under a Creative Commons Attribution 4.0 International license.