%0 Conference Proceedings %T Social Gaming Patterns During a Pandemic Crisis: A Cross-cultural Survey %+ Eindhoven University of Technology [Eindhoven] (TU/e) %+ University of Linz - Johannes Kepler Universität Linz (JKU) %A Johry, Aakash %A Wallner, Günter %A Bernhaupt, Regina %Z Part 1: Full Research Papers %< avec comité de lecture %@ 978-3-030-89393-4 %( Lecture Notes in Computer Science %B 20th International Conference on Entertainment Computing (ICEC) %C Coimbra, Portugal %Y Jannicke Baalsrud Hauge %Y Jorge C. S. Cardoso %Y Licínio Roque %Y Pedro A. Gonzalez-Calero %I Springer International Publishing %3 Entertainment Computing – ICEC 2021 %V LNCS-13056 %P 139-153 %8 2021-11-02 %D 2021 %R 10.1007/978-3-030-89394-1_11 %K Social gaming %K Cultural differences %K COVID-19 %K Survey %Z Computer Science [cs]Conference papers %X Games have shown to play a pivotal role as a source of entertainment and social interaction during the COVID-19 outbreak, allowing development and maintenance of positive relationships.This empirical study investigates how the social gaming patterns of individuals have changed since the COVID-19 outbreak, especially with their family members and friends. For that purpose we administered a cross-cultural survey of players aged 18 and above from Europe and the Indian sub-continent. Findings showed an overall decrease in social gaming, replaced by more time spend playing alone. There were significant differences between the Indian and European samples in terms of social play patterns, highlighting the role of socio-cultural factors on gaming during the pandemic. Ego-network based analysis of social gaming behavior showed four distinct player profiles. %G English %Z TC 14 %2 https://inria.hal.science/hal-04144373/document %2 https://inria.hal.science/hal-04144373/file/519688_1_En_11_Chapter.pdf %L hal-04144373 %U https://inria.hal.science/hal-04144373 %~ IFIP-LNCS %~ IFIP %~ IFIP-ICEC %~ IFIP-TC14 %~ IFIP-LNCS-13056