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 |
|---|---|
| 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