001416941 001__ 1416941 001416941 005__ 20240729133244.0 001416941 02470 $$2Handle$$ahttp://hdl.handle.net/20.500.12419/750 001416941 037__ $$aIR 001416941 245__ $$aHow Animal Crossing: New Horizons was Used During the Pandemic 001416941 269__ $$a2022-04-06 001416941 336__ $$aAbstract 001416941 520__ $$a<p>During a time of great isolation, many people turned to old and new hobbies alike to fulfill their time. A large subsection of the population chose video games as not just a distraction, but a way to stay in touch with friends and family. Through quantitative research methods, this paper focuses on the experiences of millennial females who played at least 500 hours of the video game Animal Crossing: New Horizons (ACNH). As a frame, the uses and gratifications theory was determined to be the best lens through which the researcher viewed the results. After IRB approval was received, participants were recruited through Facebook groups dedicated to ACNH gameplay. A single focus group of six participants and four individual interviews were conducted to gather data. Themes found across the interview were sorted into the following: Covid-19 &amp; ACNH, game play (etiquette and rituals), and real life play (representation and needs). After providing specific experiences and quotes from participants in each of these subjects, the main discussion of the paper highlights the significant impact video games had on participants and the need to use this application to recreate or replace real life needs in order for gratification. Thus, it can be stated that ACNH was a welcome addition to the lives of those living through the Covid-19 pandemic.</p> 001416941 6531_ $$aanimal crossing 001416941 6531_ $$avideo games 001416941 6531_ $$aCovid-19 001416941 7001_ $$aFiducci, Samantha$$uUniversity of Southern Indiana 001416941 711__ $$a2022 USI Graduate Student Colloquium$$uUniversity of Southern Indiana$$d2022-04-06 001416941 904__ $$a2022-04-04T17:08:07Z$$baccessioned 001416941 904__ $$a2022-04-04T17:08:07Z$$bavailable 001416941 905__ $$a/collection_68/6/dublin_core.xml 001416941 907__ $$aDuring a time of great isolation, many people turned to old and new hobbies alike to fulfill their time. A large subsection of the population chose video games as not just a distraction, but a way to stay in touch with friends and family. Through quantitative research methods, this paper focuses on the experiences of millennial females who played at least 500 hours of the video game Animal Crossing: New Horizons (ACNH). As a frame, the uses and gratifications theory was determined to be the best lens through which the researcher viewed the results. After IRB approval was received, participants were recruited through Facebook groups dedicated to ACNH gameplay. A single focus group of six participants and four individual interviews were conducted to gather data. Themes found across the interview were sorted into the following: Covid-19 & ACNH, game play (etiquette and rituals), and real life play (representation and needs). After providing specific experiences and quotes from participants in each of these subjects, the main discussion of the paper highlights the significant impact video games had on participants and the need to use this application to recreate or replace real life needs in order for gratification. Thus, it can be stated that ACNH was a welcome addition to the lives of those living through the Covid-19 pandemic. 001416941 909CO $$ooai:library.usi.edu:1416941$$qGLOBAL_SET 001416941 980__ $$aGRAD COLLOQ