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Computer Gaming in the Everyday Life of Women 2008

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services.fsd.tuni.fi2024-10-23 更新2025-03-25 收录
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The survey focused on Finnish women's computer gaming habits, interpersonal interaction while gaming and other people's reactions to the gaming. The survey charted where the respondents used a computer (at work, during leisure time or at educational institution), where they played computer games (video games / digital games), for how long per day, whether they were satisfied with the amount of time they spent on computer gaming, and whether they did other things while gaming or concentrated wholly on the game. Views were probed on whether their gaming prevented or helped them to do other things or vice versa. Further questions investigated the location of the computer used, whether the respondents had to negotiate with others to use the computer, other people's reaction to their playing, whether they played alone or with others and how, and whether they discussed gaming with others. The role of computer games in the lives of their acquaintances was also surveyed. The respondents were asked how often a number of statements relating to reasons for gaming and the role of interpersonal interaction in gaming were true in their case. Other topics included what kind of feelings (e.g. tension, relaxation, anxiety, feeling of success, envy) the gaming aroused in the respondents and what kind of feelings were most important for enjoying the game, whether time went quickly or slowly while gaming, and what were their bodily reactions while gaming. Background variables included the respondent's year of birth, education, household composition, number of hours a week R spent on study to gain a qualification, number of hours per day spent on household work, number of leisure time hours per day during the week and on days off, and the year R played computer games for the first time.

本调查聚焦于芬兰女性在计算机游戏方面的习惯、游戏过程中的社交互动以及其他人对游戏行为的反应。调查内容涉及受访者使用计算机的场所(工作场所、休闲时间或教育机构)、游戏类型(电子游戏/数字游戏)、每日游戏时长、她们对投入计算机游戏时间的满意度,以及游戏过程中是否同时进行其他活动或全神贯注于游戏。调查还探讨了游戏是否阻碍或促进她们完成其他任务,以及反之亦然。进一步的问题涉及使用计算机的位置、是否需要与他人协商使用计算机、他人对她们游戏行为的反应、是否独自或与他人一起游戏以及方式,以及是否与他人讨论游戏。调查还探究了计算机游戏在她们熟人生活中的角色。受访者被问及与游戏动机和人际互动在游戏中的作用相关的若干陈述在她们身上的真实性。其他话题包括游戏在受访者身上唤起的情感(例如紧张、放松、焦虑、成就感、嫉妒)以及享受游戏最重要的情感,游戏过程中时间流逝的快慢,以及游戏时的生理反应。背景变量包括受访者的出生年份、教育程度、家庭构成、每周用于获得资格证书的学习时间、每日家务时间、每周休闲时间和休息日的休闲时间,以及她们首次开始玩计算机游戏的年份。
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