Video games and confinement: alone, but together

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According to researchers, video games have a positive impact in reducing stress during confinement. Young people (and not so young) are therefore turning, more numerous than ever, to video games to improve their mental health in this unusual context ...

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Fortnite, League of Legends, Warzone, Among Us, Roblox… Video games are more popular than ever in this time of health crisis.

These extremely popular titles bring together billions of players around the world and then appear as very effective wingers in countering the loneliness and stress experienced by young confined people.

“Whatever some people think, video games can be a good way to enforce confinement and barrier gestures. It's no wonder, then, that their sales have exploded in recent weeks and that the #PlayApartTogether initiative launched by major video game makers to encourage people to have fun and practice physical distancing has received support from the WHO. "

News, April 8, 2020

Are you addicted?

This extraordinary period that we have all been living since March 2020 has unfortunately exacerbated the problems of video game addiction experienced by some young people. Since January 2018, WHO has defined video game disorder, called gaming disorder in English, as "a behavior linked to the practice of video games or digital games, which is characterized by a loss of control over the game, an increased priority given to the game, to the point that it takes precedence over other interests and daily activities, and by continuing or increasing gambling despite its damaging repercussions ”. The WHO has therefore added video game addiction to the addiction disorders section of the organization's new International Classification of Diseases.

Watch this video capsule created by the MAJ team which takes stock of video game addiction:

Keep balance

As with everything, balance is always the best option for maintaining healthy gambling habits. Moderate and controlled use can even help you maintain your sanity in these difficult times.

“The practice of video games is linked to positive elements in at least four aspects: they facilitate self-expression, they nourish emotional well-being, they strengthen social relationships and they improve certain cognitive functions. Studies have documented the beneficial effect that certain types of games (such as first-person shooter) can have on spatial memory, attention, and alertness. Even though research on problem gambling has established negative effects on mental health, the fact remains that in a context where exposure to gambling and screens is controlled, it is proving to be very useful. "

News, April 8, 2020

So, video games to reduce stress, video games to learn, video games to move... On the other hand, if we feel that video games are taking up more and more space in our lives, we do this screening questionnaire and seek help from a medical professional.

A word to remember: BALANCE.

 

SUGGESTED ACTIVITIES

Disciplines and levels targeted

  • Ethics and religious culture (1st cycle of secondary)

– Theme: autonomy

  • French

– Write various texts, Communicate orally

Targeted dimensions of digital competence

  • Producing content with digital
  • Communicate with digital
  • Developing and mobilizing information literacy
  • Collaborate with digital

Suggested digital tools

  • Padlet
  • Mentimeter
  • Wix
  • Anchor or Garageband

Educational intention of the guide

At the end of these activities, the student will be able to explain how addiction manifests itself in individuals in society, based on situations experienced or reported in the media.

Objectives of the activities

  • Lead a debate to bring out the arguments “for” and “against” video games.
  • Digging deeper into the topic of internet addiction and writing a blog post to a teenager struggling with Fortnite addiction (real case in the media).
  • Record a podcast that features the creation of the ideal video game.
  • Read a documentary on cyberaddiction and reflect on the issues presented in it.

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SCOOP! this is...
 

Designed to fill short periods or inspire larger projects, the activities offered in the SCOOP! allow the teacher to approach the subject matter in the program in addition to developing the information literacy and digital skills of the students.

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