New report explores role of gaming for students during lockdown

Internet Service Provider, ASK4 releases a new report which looks into the role of gaming for students during Covid-19 lockdowns.

Role of gaming for students during lockdown - ASK4 | PBSA News

Within weeks of the world entering lockdown in 2020, reports of huge increases in the numbers of users on online gaming platforms such as Steam and Twitch began to emerge.

The popularity of video gaming – and particularly online gaming – surged as many people picked up a controller to help reduce the stresses and anxieties of social restrictions and lockdowns – as well as using online games to socialise with friends.

Specialist Internet Service Provider for multi-tenant buildings, ASK4, has released its Gaming for Good report which looks at the reasons why students who have never previously been interested in video games turned to gaming during the pandemic. It also looked at how it not only helps to improve poor mental health, but why it can also develop practical skills that are useful in studies and future employment.

“It should come as no surprise that the global pandemic accelerated gaming’s popularity. Speaking from personal experience, there are only so many group chats and Zoom quizzes you can tolerate, but online gaming provides a more casual and fun way of keeping in touch with friends and family. Even when not playing online with other people, video games offer a level of escapism and focus that other forms of entertainment cannot.

“We wanted to take a holistic look at gaming with this report, including survey data from students across four countries and extensive desk research. Gaming is no longer a niche hobby and, as the report demonstrates, its impact is extensive.”

Adam Willerton, Content and Digital Marketing Manager, ASK4

The report also explores some of the innovative ways that gaming, and gaming technology, is being used around the world. It features comment from eSports community experts, Gfinity and the UK’s student mental health charity, Student Minds.

“The Gaming for Good report shows that this generation, digital natives, are resourceful. They found new ways to stay connected during challenging times. Gaming helped protect their mental health and lessen the blow of not being able to enjoy the normal human interaction that is such an important part of university and college life. The report is important as it provides deeper insights into the positive impact of gaming over the past 18 months.”

John Clarke, CEO, Gfinity

“No student should ever have to feel alone with their mental health, and it’s great to see that research is being undertaken into the creative and innovative ways that students are combatting the stress and feelings of loneliness caused by the pandemic.”

The team at Student Minds

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