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

Pysyvä tunniste

urn:nbn:fi:fsd:T-FSD3547

Aineiston laatu

Kvantitatiivinen aineisto

Tekijät

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

Sarja

Individual datasets

Jakelija

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 Tooltip

Karhulahti, V-M., Nerg, H., Laitinen, T. et al. Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic. Current Psychology (2022). https://doi.org/10.1007/s12144-022-03586-x

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