Table of Contents:
  • Part I: during the pandemic...
  • Roblox in lockdown: understanding young people's digital social play in the pandemic / Hugh Davies and Larissa Hjorth
  • "I've played more Minecraft with the kids": gaming and family dynamics in the early stage of the COVID-19 pandemic / Mikko Meriläinen
  • Uses and appropriations of the cozy game animal crossing: new horizons during the lockdown / Jérémie Pelletier-Gagnon, Gabrielle Trépanier-Jobin, and Débora Krischke Leitão
  • Gaming (the pandemic) with vision impairment: an autoethnographic account / Lobna Hassan
  • Part II: the lasting impact of the pandemic when the virtual office became reality: digital game development during and after the lockdown / Jakub Majewski
  • The influence of COVID-19 on newspaper discourses on video games in cross-cultural perspective: between safe social spaces and video game addiction / Stefan Brückner
  • A review of studies on location-based live service games during the COVID- pandemic: players' behavior and reluctance to return to the pre-pandemic state / Bastian Kordyaka, Juho Hamari, and Samuli Laato
  • Pandemic gaming and wholesome philosophy: how new players reimaged gaming practices / Noel Brett and Sasha Soraine
  • Part III: lessons learned
  • "It was all without emotions, and this wasn't the same anymore" : "replacing" traditional sports with esports during the COVID-19 pandemic / Piotr Siuda , Michał Jasny, and Dobrosław Mańkowski
  • Playing as the world falls apart: the use of video games during the COVID- crisis-the case of Italy / Arianna Boldi, Maurizio Tirassa, and Amon Rapp
  • Reflection inception: creating a reflective COVID-19 game by reflecting on the pandemic / Adam Jerrett.