1. Introduction
Several authors associate the use of digital games by people who are more vulnerable and susceptible to addiction with the onset of feelings of anxiety, depression, and antisocial behavior [
1,
2]. The perceived anxiety and stress in the face of the uncertainties resulting from the COVID-19 pandemic contributed to an increase in cases of depression [
3,
4,
5], yet during the same period, the use of digital games helped minimize the negative effects on health, with people mainly seeking them out to socialize and have fun [
6]. Studies suggest that socialization is an important factor in cooperation and game learning, essentially due to the exchange of experience [
7,
8], although the use of these games can somehow generate feelings of anxiety [
9].
This research is contextualized in the face of an apparent paradox regarding feelings of anxiety, perceived stress, social isolation (derived from social distancing), and the use of digital games for recreational and social purposes during the pandemic.
A digital game is any type of game developed and programmed to be used through systems based on software and hardware which are capable of providing sound and digital images, i.e., any game that has evolved from electronic games by incorporating new technologies [
10,
11,
12,
13]. However, there is no consensus on the most appropriate name for the current games that are used both on consoles (Microsoft’s Xbox—Redmond, United States and Sony’s PlayStation—San Mateo, United States, for example) and computers, which are still known as electronic games [
14].
The use of digital games, especially online, has brought people from all over the world together for different reasons, namely the desire to talk, collaborate and exercise power, or simply the desire to compete [
15,
16]. It is suggested that the use of these games increased considerably during the pandemic period and had a positive impact on perceived well-being, specifically concerning cognitive stimulation and sociocultural influences among players [
17].
Competitive digital games can be played online, allowing for interaction through the transmission of voice data between players (e.g., FIFA and CALL of DUTY on Xbox Series, Play Station 5 consoles, and on computers). In the heat of the game, some players become overexcited and are rude or offensive to their opponents [
18,
19,
20].
This research comprises two studies on the opinions of adult FIFA gamers associated with the anxiety or stress they perceive while playing, and perceived socialization. Hence, the research question may be framed as:
How do adults perceive anxiety, stress, and socialization when playing the FIFA digital game?
To answer this question and considering a sample of adult FIFA game players, our attention was focused on two main objectives: (1) Determining their perceptions of anxiety and stress, while playing and about the game itself; (2) Determining how the gaming experience promoted (online) socialization (especially during the COVID-19 pandemic).
The choice of the pandemic period was opportune and relevant because of the increased anxiety and stress [
21]. To achieve the objectives, following a literature review, a questionnaire was developed (see
Supplementary Materials) which was organized into two main parts: one with several open questions to identify FIFA users’ perceptions during the use of this game, and a second section with an additional set of closed questions (associated with Likert scales, evaluated by scores ranging from 1 to 5) to capture user perceptions of the game itself, but also certain social aspects associated with the (online) use of this game, thus relating the gaming experience to (online) socialization.
The methods used to achieve the proposed objectives were based on two studies: one of a qualitative nature, in which lexicometry was used and which allowed the textual analysis of the participant’s responses (through the use of the Iramuteq software—Laboratory of Studies and Applied Research in Social Sciences, University of Toulouse, France); and another of a quantitative nature whose data were analyzed using the SPSS software. The results suggest that the use of FIFA in the online mode is chosen because it allows more significant competitive interaction between players. The use in the offline mode favors collaborative and friendly interactive practices between players. Playing online promotes the interaction between users in any part of the world, while playing offline offers more than a virtual socialization, because it favors the interaction between close persons, namely with family members or friends.
2. Background (Digital Games, Stress, Socialization, and COVID-19)
Some studies have pointed out the harm arising from the use of digital games and especially from the use of their predecessors (the various electronic games played without digital resources), comparing them to addiction and a cause of procrastination. This damage is usually associated with negative emotions or feelings of anxiety, violent behavior, and social isolation, referring, for example, to a distancing from or loss of contact with colleagues or even family members with whom the players live [
1,
2]. However, what is still not understood concerns the perceived stress when using games and the consequent user perceptions, even on a social level. Studies that associate stress with the use of digital games cite relaxation, fun, and escapism as positive alternatives to neutralize stress experienced for different reasons not resulting from the use of these games [
15,
22,
23].
Stress can be interpreted as an attitude manifested in response to any stimulus capable of causing some kind of tension on a physical, emotional, or psychological level, which may vary from person to person, depending on context. A high level of stress can lead people to manifest behavior associated with the fight or inertia posture. Characteristics presented by people under the influence of stress include fear, worry, an inability to relax, increased heart rate, and difficulty concentrating, which may, in some cases, lead to physical or mental illness [
24].
As a consequence of the COVID-19 pandemic, the subject of stress is very much in evidence and has caught the attention of public health authorities due to the high levels of stress experienced by people all over the world, which have triggered increasing levels of anxiety (and even depression) in a large population [
25]. During the pandemic, digital games were used for fun and to socialize, bringing people together and contributing positively to a feeling of well-being [
26,
27]. Due to the existence of a paradox concerning the use of digital games in the pandemic period, namely whether digital games contributed to increased anxiety and social isolation (or if they contributed to the opposite), this research considered the perceptions of users of the FIFA digital game.
Concerning socialization through digital games, we know that players prefer to play against other human opponents, as they consider it more fun and friendly, mainly when the dispute occurs in co-location (online), so that signs of aggression (verbal and non-verbal) can be attenuated and perceived as friendly play [
28].
In a specific way, socialization through digital games between people of different generations, between grandparents and grandchildren, for example, competition is an unnecessary game attribute, which gives rise to collaboration between players [
29].
From a broader perspective, social perception takes place amid the process of socialization of people, which according to Abrantes [
30], inspired by Elias and Bourdieu, is defined “as the process of constitution of individuals and societies through interactions, activities and social practices, regulated by emotions, power relations and identity-biographical projects, in a dialectic between biological organisms and sociocultural contexts” (p. 121).
The concept of social perception is closely associated with the process of interpreting other people’s behavior, which occurs in stages. As a first step, our senses must be affected by another person’s behavior. In the second stage, and from the moment our senses are affected by the behavior of another person, our interests are manifested, which must harmonize with our “prejudices, stereotypes, values and attitudes” [
31].
In terms of social interaction during the game, we consider social exchanges capable of influencing behavior that is justified by affinities and the need to live with other people [
32,
33,
34]. In social interaction during the use of online games, especially those of a competitive nature, disruptive behavior has been identified, characterized by the use of offensive language, provocation, and aggressive forms of communication [
18,
19,
20].
The feelings and perceived emotions associated with the use of digital games include immersion, which is an important attribute considered in scales that seek to measure the perceived satisfaction with a particular game, involving an understanding of the dynamics and features of the game (engagement), the overcoming of game obstacles (engrossment), and the feeling of “already being part of a game” (total immersion), experiencing the anxiety and stress of an online game against, or in collaboration with, another player [
35,
36,
37,
38].
The types of digital games and other aspects related to use, such as age and game purpose (for example) can generate a specific meaning for socialization through digital games. For the present investigation, our starting point to understand the perception of socialization through the FIFA game is the act of playing against a human opponent.
In the following section, some of the features of the FIFA digital game will be presented.
3. The FIFA Digital Game
FIFA is a football simulator developed by Electronic Arts Inc., better known by the acronym EA, a company that has more than three hundred million registered users in the world. It is an online gaming provider that recorded a profit of
$1.93 billion in 2021. According to EA, its value and recognition in the digital games market currently reflect its portfolio of recognized brands (e.g., The Sims, Madden FFL, EA SPORTS FIFA, Battlefield, Need for Speed, Dragon Age, and Plants vs. Zombies) and improved relationship with users, citing its concern to update games and provide live content. EA games are compatible with various digital devices, such as PlayStation, Xbox, Nintendo Switch, and PCs [
39], and of the twelve modalities available in the FIFA 20 edition, FIFA Ultimate Team, which allows the user to assemble their team and compete online with other players, is the most popular, according to EA. By purchasing packs, users acquire game resources, such as valuable players, thus increasing their chances of success against other competitors [
40].
To acquire FIFA game resources, specific amounts of currency are required, namely FIFA Points. The small amounts provided by the game itself are insufficient for the acquisition of special avatars (e.g., CR7 or Messi), and the user is therefore recommended to purchase these coins through cash transactions (the use of credit cards is mentioned). This method was questioned by some legal systems and in October 2020 it led to a fine of 250,000 euros for EA, imposed by the Dutch court, which compared the system of packs (the purchase of game resources) to gambling. This interpretation was also upheld by the courts in Belgium [
41].
In another case, immersion in the game (FIFA Ultimate Team online competition) and the desire to win led to fits of rage in a Spanish Pro Player, who, overcome by his emotions, broke his wireless controller after losing an online match [
42]. Although the level of immersion influences the perceived emotion during matches and is especially related to perceived stress in online matches, some FIFA users have also mentioned programming manipulations in online matches and opt for offline matches. They consider the game an excellent tool for socializing and having fun with friends, both in person and offline. They frame FIFA in the “pay to win” strategy, without any associations with merit, skill, or knowledge [
43].
In digital games, knowledge and skills are acquired through user interaction with these types of games, possibly in a very similar way to the knowledge construction process proposed by Piaget, who considers that human intelligence is dependent on the environment and needs it to develop. He adds that intelligence is also a product of knowledge acquired through interaction between the subject, i.e., the organism, and the object, i.e., the environment [
44], since “all intelligence is an adaptation” [
45] and learning is a non-spontaneous factor (for example, due to a situation external to the subject) limited to a single problem and a consequence of developing possibilities for the solution of this problem, thus arriving at knowledge [
46]. The adaptation of intelligence and the non-spontaneity of learning was observed during the period of confinement and social restrictions experienced during the COVID-19 pandemic, when digital technologies were forced to replace various face-to-face activities, namely those linked to the process of teaching and learning and related to preventive medicine [
47,
48].
The human cognitive system configures a continuum of mental schemes which can be explained by four factors: maturation, experience, social transmission, and balance [
46]. Piaget sought to understand, in epistemological terms, how knowledge is constructed, especially in children, and his model served as an inspiration for the development of pedagogical proposals, namely methodological guidelines for teaching and learning processes [
44]. He suggested that from adolescence onwards the human cognitive system, what he calls formal operative intelligence, is no longer dependent on observable objects or realities, and other hypotheses, reflections, and theories are therefore considered, requiring further analysis and understanding to achieve knowledge-related outcomes [
49].
We do not intend to measure the intelligence of FIFA users, only to interpret and give meaning to their perceptions, as participants in these studies, by considering what they think or feel about the game itself and their experience of playing it (with other gamers).
7. Conclusions
This study addressed the research question by presenting results to verify how adults perceive anxiety, stress, and socialization when playing the FIFA digital game. The results highlighted the users’ perceptions and opinions of the FIFA game, how they feel while gaming, and how the gaming experience promoted socialization among participants/gamers. The objectives were achieved utilizing two studies focusing on the opinions and perceptions of FIFA game users.
The participants did not mention technical terms related to game programming and expressed an understanding of the game based on the construction of knowledge via the interface with the game environment. The fact that participants identified manipulations and interference in the game and no longer allowed its use to influence their mood reveals that perceptions of attacks of rage were, in some way, considered possible reactions to the use of the game, interpreted from the interface and leading to the creation of knowledge, thus corroborating Piaget’s findings [
44,
45,
46,
49]. The knowledge acquired via the interface with the game somehow influences the control of anxiety and perceived stress, neutralizing potential problems for online and face-to-face socialization with people residing in the location where the game takes place, e.g., the user’s family residence.
Socializing through FIFA’s online mode is inspired by the interaction between opponents in co-location and both looking for competition and challenges. In this research. there was no mention of social isolation, contrary to what may be found in previous studies, and there was also no mention of aggressive behavior directed at opponents, suggesting that the aggressive reactions were reactions under the influence of perceived stress and as a result of immersion in the game, in the face of competition [
2,
28,
38,
43].
As a limitation, we could consider more specific or technical questions on the FIFA users’ knowledge of the game programming. This may be a suggestion for future research, even bearing in mind the application of other types of games. Another relevant fact concerns feelings of stress, which suggest that perceptions of anger and anxiety are common among FIFA players who prefer to compete online, looking for challenges involving other players. Although every care to ensure translated words retain their meaning, some semantic loss may have escaped us. Moreover, as a limitation, it was not possible to use ANOVA for statistical analyses (because this analysis did not generate statistically significant results).
In general, for the participants, as FIFA gamers. the perceived stress is represented as a positive feeling. Hence, in future research, we suggest that perceived stress should be considered as a variable in the scales that measure perceived satisfaction with a digital game (e.g., Player Experience of Need Satisfaction and Game Experience Questionnaire). to resolve some imperfections in their structures [
51], as well as the development of a similar investigation with other types of digital games.
As a contribution to the growing digital society, we suggest that game developers pay greater attention to important details for users with diagnosed pathologies, such as those suffering from epilepsy or hypertension. This advice not only provides guidance, but can also prevent unwanted reactions, especially in the case of vulnerable people [
1,
2]. In addition, we suggest developing a scale to measure optimal levels of perceived stress when playing games, as is the case with immersion and other variables considered in the scales that measure user satisfaction with digital games [
37,
38].
The relevance of this research is justified by its contribution to a digital society, particularly for users of digital games and the legal guardians of underage users. On an academic, scientific level, the research presents results concerning perceived stress during the use of a digital game and the players’ representations of possible behaviors that could arise due to the influence of stress, which constitutes a new approach in studies on the influence of digital games on people’s health.
For the digital games industry, this research highlights the importance of appropriate information for consumers of certain games regarding the potentially harmful risks and negative impact on people (since risk prevention for the most vulnerable reflects social responsibility and ethics).
Author Contributions
Conceptualization, A.P. and A.O.; methodology, A.P. and A.O.; validation, A.O. and B.A.; investigation, A.P.; Resources, A.P.; data curation, A.P.; writing, A.P. and A.O.; writing—review and editing, A.P. and A.O. and supervision, A.O. and B.A. All authors have read and agreed to the published version of the manuscript.
Funding
This research was partially funded by the Foundation for Science and Technology (Project “FCT UIDB/04466/2020”).
Informed Consent Statement
Written informed consent was obtained from all subjects involved in the study.
Data Availability Statement
Not applicable.
Acknowledgments
This work was carried out at ISTAR—Information Sciences and Technologies and Architecture Research Center of ISCTE—Instituto Universitário de Lisboa, Portugal, and was partially funded by the Foundation for Science and Technology (Project “FCT UIDB/04466/2020”).
Conflicts of Interest
The authors declare no conflict of interest.
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