HP Innovation Journal Issue 15: Summer 2020 | Page 61

the pandemic, she’s found herself spending more time playing games she loves, like Call of Duty, Grand Theft Auto, and Minecraft. “I just never thought of it as being a stress reliever until I faced COVID and everything else that’s happening,” Camarillo says. “I find it’s very satisfying, it’s healthy and fun, and I get to interact with my kids more.” Camarillo says several of her coworkers have also taken up gaming more seriously during the crisis since, outside of work, they’re all social distancing and home with their families. “They’re gaming with their kids,” she says. “[It’s like] sitting down at a board game the way you used to in the ’70s and ’80s, only now it’s the gaming system or computer you’re gathering around to have fun.” Kristopher Alexander, professor of video-game design, broadcasting, and esports infrastructure at Ryerson University’s RTA School of Media in Toronto, says the gravitation toward video games during the pandemic has started to break down old stereotypes, such as “that video games are for the antisocial, for those who generally can’t integrate with society, that it’s only for a few.” Alexander, an avid gamer himself, says that over the last few decades, games have become increasingly more social. This is partly because a lot of games have made it easier and more rewarding to collaborate in real time through joint missions and virtual socializing, and streaming platforms like Twitch and YouTube Gaming have brought millions of spectators to the game. Alexander says he’s seeing more people taking screenshots of the games they’re playing and posting them on social media, allowing others to connect and extend the conversation about similar interests even further. For instance, in April a fan designed the online retailer Nookazon to trade Animal Crossing: New Horizons items; the site now has 270,000 daily active users. Adam Lobel, a games user researcher with a background in psychology and game design, says the games that perform best include a social component, which is even more appealing when people’s typical interactions have been disrupted. “Unfortunately, a lot of people have lost a lot of the things they do in daily life that bring meaning,” Lobel says. He points to psychology’s self-determination theory, which posits that people are most fulfilled by activities that meet three basic needs: autonomy, competency, and relatedness. That means, respectively, activities that give us control over how we approach something; allow us to improve at something; and make us feel part of a larger whole or group. “When it’s not clearly apparent how people can get those needs fulfilled, video games are an easy place [to turn],” he says. Bringing new players to the game While gaming culture can seem intimidating to those who don’t know the language, inside jokes, or understood “rules,” Johnson says she’s seen the gaming community become more welcoming of newbies as more people look for ways to connect socially, and that many gamers are tapping into the inherent sociability of the medium to support one another during this time. In HP’s survey, people who started gaming during the COVID-19 crisis were twice as likely as non-gamers to say they feel more connected to people now than before the crisis. “I see this as a way people are there for one another, to play with one another, to listen to one another,” HP’s Johnson says. “People who didn’t know each other two hours ago are asking each other if they have everything they need. It says a lot about the community.” Alexander says part of the positive experience for new gamers is understanding that the environment extends far beyond just first-person shooter games—there are gaming genres for all interests now. He cites story-rich games like the adventure game Virginia, the music-themed indie game Wandersong, and Neo Cab, a narrative game that addresses surveillance and the gig economy. There are even games centered on coping with crisis and depression, such as Depression Quest and Radiant One. These games existed before the pandemic, but for the many new adopters over the last few months, they’re a revelation. “I really appreciate that people are saying, ‘Are there games that talk about race?’ Yes, there are,” Alexander says. “ ‘Are there games where I can learn about coping in a crisis?’ Of course.” As more people turn to gaming as a way to pass the time while they’re stuck at home, Johnson says the new experiences they discover—and the social and mental benefits that come with them—could make gaming an important part of their lives after the pandemic. “Connecting with this community is just therapeutic,” Johnson says. “It gives us an escape, and everyone needs an escape every once in a while.” PHOTOGRAPH BY PETER TURCOT (KRISTOPHER ALEXANDER) KELLY CAMARILLO Healthcare Worker “I just never thought of gaming as being a stress reliever until I faced COVID and everything else that’s happening.” KEN WONG Gaming Designer “All the activities in Animal Crossing—from fishing to gardening to decorating your home—are designed to be relaxing and therapeutic.” KRISTOPHER ALEXANDER Professor The pandemic has broken down stereotypes “that video games are for the antisocial...that it’s only for a few.” INNOVATION/ SUMMER 2020 59