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MOBA Games Addiction Data

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Mendeley Data2023-11-14 更新2024-06-27 收录
下载链接:
https://www.doi.org/10.57760/sciencedb.12572
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资源简介:
\tTwo hundred and ninety-eight (298) samples were collected using a non-probabilistic sampling method. The criteria for inclusion were people willing to volunteer and LOL and Arena of Valor (AOV) MOBA gamers, which are the most popular MOBA games in China. Respondents also had to be between the ages of 12 and 40. According to 2017 data by the Nielsen Company, two-thirds of the U.S. population over 13 years old were game players. Sixty-two (62) of the gamers did not play MOBA games and were excluded from the experiment. Online questionnaires were randomly distributed through Wenjuanxing, which has similar functions to Amazon Mechanical Turk. The final analysis consisted of 236 valid questionnaires, representing a 79.2% response rate of the total samples. Acceptance to participate in the experiment acted as informed consent.

本研究采用非概率抽样方法,共收集298份样本。入选标准为自愿参与的志愿者,且需为《英雄联盟》(League of Legends,简称LOL)与《传说对决》(Arena of Valor,简称AOV)玩家——二者均为国内最热门的多人在线战术竞技游戏(Multiplayer Online Battle Arena,简称MOBA);同时受访者年龄需介于12至40周岁之间。根据尼尔森公司(Nielsen Company)2017年发布的统计数据,美国13岁以上人口中有三分之二为游戏玩家。本次研究中,共有62名玩家未接触MOBA游戏,因此被排除出本次实验。线上问卷通过问卷星(Wenjuanxing)随机发放,该平台功能与亚马逊Amazon Mechanical Turk相仿。最终纳入分析的有效问卷共计236份,有效回收率达79.2%。受试者同意参与本实验即视为已获得知情同意。
创建时间:
2023-11-14
搜集汇总
数据集介绍
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背景与挑战
背景概述
该数据集聚焦于MOBA游戏成瘾研究,收集了236份有效问卷,样本来自中国最受欢迎的MOBA游戏《英雄联盟》和《王者荣耀》的玩家,年龄范围限定在12至40岁。数据通过非概率抽样和在线问卷平台收集,响应率为79.2%,旨在分析游戏成瘾相关因素。
以上内容由遇见数据集搜集并总结生成
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