Published: 2026-03-31

Digital Epidemic – Games That Created a Virtual Pandemic

Klaudia Stanek Profil ORCID autora Klaudia Stanek , Julia Karpińska Profil ORCID autora Julia Karpińska
Kultura Media Teologia
Section: peer-reviewed article
DOI https://doi.org/10.21697/kmt.2025.65.07

Abstract

The global COVID-19 pandemic has shaken the world, affecting both daily life and the mental and physical health of individuals. During this period, the digital space, and in particular the video game sector, has seen a marked increase in user activity. The experiences associated with lockdowns, social restrictions, and a sense of uncertainty have created a context that has changed the way games dealing with the pandemic, quarantine, and health crises are perceived. The aim of this article is to address the key question: Does the pandemic and the risks it poses alter the approach to games, and what role can they play in these challenging times?

Keywords:

Pandemic, COVID-19, COVID-19, video games, lockdown

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Citation rules

Stanek, Klaudia, and Julia Karpińska. “Digital Epidemic – Games That Created a Virtual Pandemic”. Kultura Media Teologia, vol. 65, no. 1, Mar. 2026, pp. 113-31, doi:10.21697/kmt.2025.65.07.

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