Did COVID-19 have any impact on why people play video games? Beyond the shared, global anxiety of watching the pandemic unfold, many countries put in place similar shelter-in-place orders in roughly the same timeframe, disrupting work, leisure, and social interactions. Certainly, being kept indoors and having fewer sources of entertainment has boosted spending and engagement with video games, but we wondered if this global event had any impact (even temporarily) on what people want out of video games?
One plausible shift is that gamers may want more social interaction in gaming as face-to-face interactions are reduced. And might the barrage of worrying COVID-19 news bites on TV and social media lead gamers to prefer more serene and relaxing gameplay? Or does the tedium of daily indoor routines lead gamers to want more thrilling, visceral gaming experiences?
Because we’ve been running the Gamer Motivation Profile continuously over the past few years, we have a unique data set to compare responses to the same set of questions before and after COVID-19.
The Gamer Motivation Profile
The Gamer Motivation Profile is a 5-minute survey that allows gamers to get a personalized report of their gaming motivations, and see how they compare with other gamers. Over 500,000 gamers worldwide have taken this survey. The 12 motivations that are measured in our model were identified via statistical analysis of how gaming motivations cluster together. You can get a more detailed description of our gamer sample here.
See how you compare with other gamers. Take a 5-minute survey and get your Gamer Motivation Profile
Our Pre/Post-COVID Analysis
In our analysis, we first selected a pre-COVID period for the baseline—the 15 months from 1/1/2019 through 3/31/2020. We then selected a post-COVID period for comparison—the 2.5 months from 4/1/2020 (when most countries had issued shelter-in-place orders) through 6/15/2020 (when we began this analysis).
We controlled for the impact of gender, age, casual/core/hardcore, and limited the analysis to US, Canada, Australia, and the UK.
Because the gender and age of our respondents shifts a little in different time periods, we also wanted to make sure any detected differences weren’t simply due to sampling shifts (since we know that there are some large motivational differences by gender and age). To this end, we controlled for the impact of gender, age, and casual/core/hardcore gamers. For the same reason, we limited the countries for analysis to the US, Canada, Australia, and the UK. This resulted in a sample size of 45,277 for the pre-COVID period, and 10,810 for the post-COVID period.
Completion and Community Changed The Least
The appeal of Completion (collecting stars/trophies, completing quests/tasks, collecting collectibles) and Community (chatting, teamwork, social interaction) changed the least between the two time periods. In fact, the differences were not statistically significant even with the large sample size we had. This suggests that social distancing hasn’t changed the degree of social interaction gamers are seeking out in video games.
Challenge and Excitement Changed The Most
The appeal of Challenge (high difficulty, challenging bosses/missions, practice & mastery) and Excitement (fast-paced action, thrilling, adrenaline rush) changed the most and both had downward trends. This suggests gamers as a whole are seeking out more relaxing, less challenging gaming experiences (even after age, gender, and casual/core/hardcore gamer types are controlled for).
Gamers are seeking out more relaxing, less challenging gaming experiences … but these are tiny changes.
While statistically significant, both were tiny changes—roughly a difference of 3.5 percentile points. In comparison the gender difference in Excitement spans 22.5 percentile points. And the effect of COVID explains only 4% of the variance that gender does, and 2.5% of the variance that age does. The pattern is very similar for Challenge. So these are detectable, but tiny, changes.
Some Thoughts and Caveats
There are several aspects of this analysis that bear pointing out:
COVID isn’t the only notable world event that happened in the past few months. We also had a market crash and BLM protests worldwide.
- Correlation isn’t Causation. Because we can’t experimentally introduce COVID to one population and have another one as control, we’re limited to correlational analysis and we can’t definitively attribute any findings (or non-findings) to COVID. After all, COVID isn’t the only notable world event that happened in the past few months; we also had a market crash and BLM protests worldwide.
- Short Timeline. Even as a significant global event, a 2.5-month time period may still be too short to sustain any meaningful impact. It may take longer than that for people’s gaming habits and preferences to change, if only due to inertia. And perhaps it’s also short in the sense that some states in the US only maintained shelter-in-place orders fairly briefly, which would also minimize any potential impacts.
- Game Release Schedule. Major video games are typically released in the fall, to coincide with the holiday season, to build up marketing from gaming conferences in the summer (e.g., E3), and when more people are staying indoors to keep warm. Assuming that it’s easier to shift to different gaming motivations when trying out new games (rather than games you already own), then the first 3 months of the year offer far fewer new releases to try.
- Internal Reversals. Because we focused on the top-level differences, there is the potential that there are internal reversals that are being concealed—e.g., older women became much more competitive but younger women became much less competitive, and this cancels each other out at the top level. However, when we looked at the underlying two-way interactions, we didn’t see any substantive effects along these lines.
Did COVID Change Your Gaming Pattern/Preferences?
What about you? Did you have more time to spend on gaming during the past few months? And did you find yourself preferring games or game mechanics different from the ones you usually enjoy? Tell us in the comments below.
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My gaming focus and time has pretty much stayed the same despite the recent lockdown and isolation, my focus is still wobbly and affected by stress which hasn’t been good due to the stress of recent months as well as moving home just before the lockdown began.
It’s been a long almost four months since the lockdown began here in the UK and it feels like it’s been years.
I lost my job March 15th and have been under stay at home orders since that week. I have more time but I don’t have as much concentration as before. As a result I’ve been playing more mellow games since the challenging ones are harder right now.
Well, I finally put in the time to get my skyscale mount! Didn’t have the time before COVID.
How are you guys doing, by the way?
My gaming has been unchanged. A few AAA games, but mostly quick bites of casual games to take a break.
You guys are probably aware that there’s been a big increase in streaming, eg Twitch had ~2/3 increase in hours watched in Q2 over Q1. So I expect there’s been a large increase in passive gaming—ie as a spectator medium—v active.
That’s a great point re: passive gaming.
I think a deep dive into Animal Crossing would be an interesting endeavor, in connection with this report, and as a stand-alone analysis.
My gaming hasn’t changed much, but neither has my lifestyle. I’m disabled and live with my family, and was already at home all the time anyway, we all are. The only thing that’s different for us is fewer trips out to run errands lmao. The statistical changes re: slightly less interest in challenge and excitement are interesting, but not really surprising. Real life for most people is challenging and “exciting” enough right now, I imagine. I’m glad QF posted about this though, since this is a pretty unique opportunity to see the effects of something like this!
Without being able to tell from the article if what was being measured was changes to existing profiles or the make-up of the total registered profile population, if it is the latter, then I was propose that there exists the possibility that more ‘casual’ gamers are playing more frequently (and registering profiles) compared to before the pandemic since they have been restricted from performing other activities that they might instead prefer to do if they still had the option to, driving the proportion of gamers focused on Challenge and Excitement down *relative* to the whole population of registered gaming profiles.
On the other hand, if this was measuring the former, well, it could be that some ‘core’ gamers are more stressed overall due to complications caused by the pandemic, making them more interested in playing ‘de-stress’ games instead of their usual fare, whereas those gamers motivated by completionism haven’t felt any additional stress (or at least not enough to significantly change their gaming habits) and ‘social’ gamers have continued to play the sorts of games focused on interpersonal interaction than ‘stressful’ twitch reflexes (or aren’t too concerned about personally losing in competitive games so long as they can still have some form of interaction with their friends).
As always though, this is just me proposing reasons for why the data is the way it is without having any method to confirm it – there could be some other reason I haven’t thought of and my reasoning above could wind up being totally off-base and irrelevant. Only thing to do from here is to do follow up research asking people people the ‘why’s of any behavioural changes they may have displayed.