COVID-19 Innovation Approach to Support Wellbeing, Anxiety, and Depression Through Gaming Technologies

COVID-19 Innovation Approach to Support Wellbeing, Anxiety, and Depression Through Gaming Technologies

Robert Costello
Copyright: © 2022 |Pages: 18
DOI: 10.4018/IJOCI.2022010103
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Abstract

With this current Covid-19 pandemic, colleges and Higher Education Institutes (HEIs) must focus on applying educational experiences that are enriching, joyful, rewarding, and engaging. With such dynamic changes to the education systems due to the Covid-19 pandemic, gaming technologies have played an essential part in improving retention, engagement, motivation, and wellbeing. The needs of students are ever-changing within the pandemic, and institutions need to focus on wellbeing, anxiety, and depression. Current evidence does support that institutions have seen an increase of students seeking support from specialist teams for anxiety, depression, and wellbeing issues. The preliminary study used within this research is used to discover if gaming approaches can assist individuals/students who are experiencing distress within the Covid-19 pandemic. The research finding within the preliminary analysis studies does show that the use of a Game Jam provided students a chance to interact with others, assist with aspects of engaging in activities outside the everyday routines.
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Introduction

With this current Covid-19 pandemic, it is vital that colleges and Higher Education Institutes (HEIs) focus on applying educational experiences that are enriching, joyful, and rewarding while being engaging (Filsecker & Hickey, 2014). Since the Covid-19 or a Novel Strain of SARS-CoV-2 was detected in 2019 around December time, in Wuhan City, a province of Hubei, causing outbreaks of pneumonia (World Health Organisation, 2020; Lei et al., 2020; Alankar, Kaur, Ahsaan, Sharma & Chang, 2020; Abdel-Basset, Chang & Nabeeh, 2021), in which the WHO dashboard for June 2021 has recorded “have been 173,271,769 confirmed cases of COVID-19, including 3,733,980 deaths”, as Figure 1 Covid-19 Stats.

Figure 1.

Covid-19 Stats (Who Coronavirus (Covid-19) Dashboard)

IJOCI.2022010103.f01

With such dynamic changes to the education systems due to the Covid-19 pandemic (Gonzalez et al. 2020; Al-Okaily et al. 2020), the use of games technologies has played an important part to improve retention, engagement, motivation, and wellbeing (Kirriemuir, 2002; Annetta, 2008; Peters, Calvo, & Ryan, 2018; dos Santos, Peres, Schmitt & Peres, 2019; Chen, Yang, Huang & Fu, 2019; Costello, 2020*). However, with the needs of the students every changing within the pandemic, there is a need to focus on wellbeing, anxiety, and depression (Drane, Vernon & O’Shea, 2020; Zhai, & Du, 2020).

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