The COVID-19 pandemic has continued to impact the lives of many across the world. At first, many stayed home due to lockdown orders and worked on their backlog of games. New games continued to launch on schedule, while others were forced to delay as many are working from home.

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Gamers began using their PCs and consoles to connect with others across the world. Others began to work on their Twitch channels or other creative endeavors. Gaming has also helped some stay fit, with games like Ring Fit Adventure, which uses additional accessories. Other learning-based games like Rocksmith have helped players learn another skill like playing guitar.

Experience 12 wanted to know more about how gaming has benefitted players since COVID-19 began to impact so many. The agency recently held a survey of around 3,000 individuals to learn about their gaming habits during the COVID-19 outbreak.

According to Experience 12’s data, a large majority (97%) reported that playing video games has benefited their mental health. Almost 64% have stated that connecting with others through online multiplayer games helped them feel less isolated.

The amount of time playing games has also increased, but this isn’t a big surprise since so many were under stay-at-home orders. According to the survey “, 33% of respondents say that during lockdown they have been playing games for more than 20 hours a week; before lockdown, just 14% said they spent that time playing games.”

The data was gathered just from players in the UK, and the respondents were “58% were male, 38% female, 2% non-conforming, and 1% transgender.”

Leo Zullo, Chairman of Safe in our World said:

This survey shows the vital importance of gaming to billions of players around the world, and to their mental health. To see such an emphatic impact the worlds we create has on our players is heart-warming. There is much to do in encouraging those suffering to talk, but to know that games can help and encourage positive mental health, gives our industry affirmation that we’re on the right track. This survey is an essential driver for the research Safe In Our World intends to facilitate.

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While the survey was targeted towards UK gamers, the results may be familiar across the globe. Many gamers from across the world are using video games to provide them comfort, entertainment, and as a means to socialize as people take extra precautions against COVID-19.