- 著者
-
松井 広志
- 出版者
- 日本マス・コミュニケーション学会
- 雑誌
- マス・コミュニケーション研究 (ISSN:13411306)
- 巻号頁・発行日
- vol.98, pp.19-32, 2021
<p>This paper examines video games in order to discuss roles played by media culture during the COVID-19 pandemic. In 2020, people spent a large amount of their time playing communication-oriented games, such as "Animal Crossing: New Horizons," or social multiplayer games on smartphones. This trend is an extension of the casual revolution in video games since the 2000s.</p><p>Notably, however, communication-oriented games during the pandemic also seem to offer alternative means for casual ordinary communication in the abnormal reality imposed by the pandemic. Their popularity is a sign of new roles played by media culture and games.</p>