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'Chrono Trigger' and COVID-19 Isolation


‘Chrono Trigger’ and Coping with Pandemic Trauma through Video Games
Coping with the COVID-19 shutdown via a video game, where I have control over the apocalyptic outcome, was what I needed.
Chrono Trigger delivered.
Chrono Trigger
Square
1995
Video games have become a way to both escape and confront the traumatic experience created by the COVID-19 Pandemic. Studies have shown that video games can help players cope with traumatic events. By playing the 1995 video game
Chrono Trigger during lockdown, I meditated on life and vied for agency while facing circumstances byond my control. 
Coping with COVID-19 Isolation
On 26 March 2020, I entered lockdown and joined millions of people around the world in social isolation in hopes of stopping the spread of COVID-19. The pandemic and the lockdowns that followed changed many people’s lives. While the pandemic disrupted daily routines across the world; for some, it became a historical demarcatio ....

United States , United Kingdom , Mitsuda Yasonuri , Sakaguchi Hironobu , Square Enix , William Helmke , Henrik Kessler , Rachel Kowert , Toriyama Akira , Uematsu Nobou , Jayme Dale , Dragon Ballfame , Horii Yuji , Emerald Open Research , British Broadcasting Company , University Of Illinois Urbana Champaign , Chrono Trigger , Animal Crossing , Final Fantasy , Dragon Quest Series , Dragon Quest , Post Traumatic Stress Disorder , Illinois Urbana Champaign , Clinical Psychology , Online Gaming , Open Research ,