Reference List
Barr, M., 2021. Playing video games during the COVID-19 pandemic and effects on players’ well-being - Matthew barr, alicia copeland-stewart, 2022. Games and Culture 17. https://doi.org/10.1177_15554120211017036
Pallavicini, F., 2022. The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review. Liebertpub.com 25.
Bureau, U.C., 2021. Computer and Internet Use in the United States: 2018 [WWW Document]. Census.gov. URL https://www.census.gov/newsroom/press-releases/2021/computer-internet-use.html (accessed 3.28.23).
Prescott, C., 2020. Internet access – households and individuals, Great Britain. Office for National Statistics.
Howarth, J., 2023. 50+ Amazing Video Game Industry Statistics (2023). Exploding Topics. URL https://explodingtopics.com/blog/video-game-stats (accessed 3.30.23).
Newzoo, 2022. Top Countries & Markets by Game Revenues [WWW Document]. Newzoo. URL https://newzoo.com/resources/rankings/top-10-countries-by-game-revenues (accessed 3.30.23).
GrandViewResearch, 2020. Video Game Market Size & Share Growth Report, 2030, grandviewresearch.
Clark, D.D.C., 2020. Will the Covid-19 lockdown prove to be a watershed moment for Esports? [WWW Document]. Sports Gazette. URL https://sportsgazette.co.uk/will-covid-19-lockdown-prove-watershed-moment-esports/ (accessed 3.30.23).
Last updated