FSD3547 Playing Video Games during the COVID-19 Pandemic: Survey 2020
Aineisto on käytettävissä (C) vain tutkimukseen ja ylempiin opinnäytteisiin (esim. väitöstutkimukseen, pro graduun ja ylemmän AMK-tutkinnon opinnäytetyöhön). Aineistoa ei saa käyttää opetukseen, opiskeluun (esim. harjoitustöihin) tai alempiin opinnäytteisiin.
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Muunkieliset kuvailuversiot
Aineistoon liittyvät tiedostot
Aineiston nimi
Playing Video Games during the COVID-19 Pandemic: Survey 2020
Aineistonumero
FSD3547
Pysyvät tunnisteet
https://urn.fi/urn:nbn:fi:fsd:T-FSD3547https://doi.org/10.60686/t-fsd3547
Aineiston laatu
Kvantitatiivinen aineisto
Tekijät
- Karhulahti, Veli-Matti (University of Jyväskylä)
- Chen, Yingrong
- Nerg, Henri (University of Jyväskylä)
Sisällön kuvaus
The survey charted different digital gaming cultures. Questions examined digital gaming and related phenomena, such as livestreaming games and following e-sports and sports, during the coronavirus pandemic in Finland and China.
First, the respondents were asked how often they had played digital and non-digital games in the past year and which games they had played the most. The types of digital games the respondents played (e.g. action and role-playing, sports games) were also surveyed. Following e-sports was examined with questions on, for example, how often the respondents watched online esports matches or livestreams of professional gamers, followed esports news sites or discussions, or bought esports merchandise. The respondents were also asked whether they played esports on a competitive level. Some questions also examined the respondents' habits regarding following and watching traditional sports.
Next, the respondents' content producing was charted regarding whether the respondents had livestreamed their gaming. Finally, the survey examined the effects of the restrictions and exceptional circumstances caused by the COVID-19 pandemic. The respondents were asked how the restrictions of movement and gathering had affected their life regarding gaming, following and watching esports and gaming livestreams, and following and watching traditional sports, as well as their own physical exercise, reading habits, and TV watching.
Background variables included the respondent's age, gender and mother tongue (Finnish or Chinese).
Asiasanat
COVID-19; bacterial and virus diseases; digital games; hobbies; leisure time activities; time budgets
Tieteenala/Aihealue
- Social sciences (OKM:n tieteenalaluokitus)
- Leisure, tourism and sport (CESSDAn aihepiiriluokitus)
- Time use (CESSDAn aihepiiriluokitus)
Sarja
Individual datasetsJakelija
Finnish Social Science Data Archive
Käyttöoikeudet
The dataset is (C) available only for research including master's theses.
Kerääjät
- Karhulahti, Veli-Matti (University of Jyväskylä)
- Chen, Yingrong
Rahoittajat
- Academy of Finland (312397)
- University of Jyväskylä
Ajallinen kattavuus
2020
Aineistonkeruun ajankohta
2020-06 – 2020-09
Maa
Finland, China
Kohdealue
Finland, China
Havaintoyksikkötyyppi
Individual
Perusjoukko/otos
People playing digital games in Finland and China
Tutkimuksen aikaulottuvuus
Cross-section
Otantamenetelmä
Non-probability: Availability
The questionnaire was shared in cooperation with Assembly, Yle, and Zhi Tian Qiu Shi Information Consulting organisations to the customers of these organisations, who presumably played digital games. Seven different links to the questionnaire were shared, and the respondents can be specified using the survey variable that denotes which link was used to respond to the survey.
Keruumenetelmä
Self-administered questionnaire: Web-based (CAWI)
Keruuväline tai –ohje
Structured questionnaire
Datatiedostojen kieli
Aineistopaketti voi sisältää samoja tiedostoja eri kielisinä.
Aineisto sisältää datatiedostoja seuraavilla kielillä: englanti.
Tietoarkisto kääntää kvantitatiivisia datatiedostoja englanniksi. Lisätietoja käännöspyynnön jättämisestä.
Havaintojen ja muuttujien lukumäärä
42 muuttujaa ja 793 havaintoa.
Datan versio
1.0
Katso myös
FSD3545 Playing Video Games during the COVID-19 Pandemic: Interviews 2020
Aineiston käytössä huomioitavaa
The questionnaire in English was used as the source questionnaire for the Finnish and Chinese questionnaires.
To prevent identification of respondents, the researcher removed variable q41 denoting the respondent's municipality of residence. Additionally, variables q22-q24 denoting what game the respondent played competitively, what tournaments they had attended and whether they were part of a team or had been professionally coached were removed from the data at FSD. Variable q26 denoting which platforms the respondent used for livestreaming was also removed. Variable q15 denoting how often the respondent wrote about esports was categorised into two categories, the most extreme values in variable q39 denoting the respondent's age were categorised, and response option 'other' was removed from variable q40 denoting the respondent's gender. For respondents who played digital games competitively, variables q3 and q4 denoting their favourite games were removed. Additionally, open-ended responses in Chinese were removed from the archived data.
The archived data do not contain responses to open-ended questions q34 and q38.
Painokertoimet
There are no weight variables in the data.
Viittausvaatimus
The data and its creators shall be cited in all publications and presentations for which the data have been used. The bibliographic citation may be in the form suggested by the archive or in the form required by the publication.
Malliviittaus
Karhulahti, Veli-Matti (University of Jyväskylä) & Chen, Yingrong & Nerg, Henri (University of Jyväskylä): Playing Video Games during the COVID-19 Pandemic: Survey 2020 [dataset]. Version 1.0 (2022-09-21). Finnish Social Science Data Archive [distributor]. https://urn.fi/urn:nbn:fi:fsd:T-FSD3547
Julkaisusta tiedottaminen
Notify FSD of all publications where you have used the data by sending the citation information to user-services.fsd@tuni.fi.
Varaumat
The original data creators and the archive bear no responsibility for any results or interpretations arising from the reuse of the data.
Julkaisut aineistosta
Aineiston kuvailu koneluettavassa DDI-C 2.5 -formaatissa
Aineiston kuvailu on lisensoitu Creative Commons Nimeä 4.0 Kansainvälinen -lisenssin mukaisesti.