COVID-19: research on tech habits needs industry support

Daniel L. King, Joël Billieux, Paul H. Delfabbro

Research output: Contribution to journalLetterpeer-review


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 languageEnglish
Pages (from-to)198-198
Number of pages1
Issue number7841
Publication statusPublished - 14 Jan 2021


  • Business
  • Public health
  • Research management
  • COVID-19

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