Abstract
The consumption of digital entertainment such as online gaming has increased during the COVID-19 pandemic. There are concerns that long engagement in these activities could strengthen bad habits and create social difficulties once the crisis has subsided — particularly for vulnerable or underage individuals.
Original language | English |
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Pages (from-to) | 198-198 |
Number of pages | 1 |
Journal | Nature |
Volume | 589 |
Issue number | 7841 |
DOIs | |
Publication status | Published - 14 Jan 2021 |
Keywords
- Business
- Public health
- Research management
- COVID-19