five

YouGamble 2018: US Data

收藏
services.fsd.tuni.fi2024-10-23 更新2025-03-24 收录
下载链接:
https://services.fsd.tuni.fi/catalogue/FSD3591?lang=en&study_language=en
下载链接
链接失效反馈
官方服务:
资源简介:
This survey charted the gambling, social media usage and subjective well-being of young people aged 15-25 years in the United States. The study was conducted as part of the "Problem Gambling and Social Media: Social Psychological Study on Youth Behaviour in Online Gaming Communities" research project. The aim of the project was to analyse how young social media users evaluate, adopt and share gambling-related online content and how online group processes affect their gambling and gambling-related attitudes. FSD's holdings also include two other datasets that were collected using a nearly identical questionnaire (FSD3399 and FSD3400). Data for the research project have been collected in Finland, the United States, Spain, and South Korea. First, the respondents were asked which social media services they used (e.g. Facebook, YouTube, Instagram, discussion forums, online casinos) and how often. Topics that the respondents discussed on gambling-related social media were charted more closely, and they were asked, for example, whether the discussion usually related to instructions or tips on gambling or to problem gambling and recovering from problem gambling. Some questions on the respondents' social media activity were also presented, for instance, how often they saw gambling-related advertising online, how often they changed their most important social media passwords, and how often they uploaded pictures of themselves on social media. The respondents were asked whether they had ever been harassed online or had been the victim of a crime on the Internet in the past three years (e.g. defamation, identity theft, fraud, sexual harassment). The respondents' identity bubbles on social media were surveyed by using the IBR scale (Identity Bubble Reinforcement Scale). The respondents were asked, for instance, whether they thought they could be themselves on social media and whether they only interacted with people similar to them on social media. Additionally, the CIUS scale (Compulsive Internet Use) was used to examine problems related to Internet use. Questions focused on, for example, whether the respondents found it difficult to stop using the Internet when they were online, whether people close to them said they should use the Internet less, and whether they felt restless, frustrated or irritated when they couldn't use the Internet. In the next section of the questionnaire, the respondents were randomly assigned to two groups for a vignette experiment. Respondents in the test group were told they belong to Group C because they had answered the earlier questions in a similar manner to others in the group. Those in the control group were given no information on the group. The respondents were presented with different gambling-related social media scenarios, and they were asked to evaluate the contents of the gambling-related messages by "liking" or "disliking" the message or by not reacting to it at all. Each respondent was shown four different gambling messages with different contents. Three factors were manipulated in the scenarios (2x2x2 design): expressed stance of the message on gambling (positive or negative), narrative perspective of the message (experience-driven first-person narration or fact-driven third-person narration) and majority opinion of other respondents on the message (positively or negatively biased distribution of likes or dislikes). For Group C, the majority opinion was seemingly provided by other Group C members, whereas for the control group the majority opinion was seemingly provided by other respondents. Additionally, the respondents' attitudes towards the message were surveyed with statements regarding, for instance, how likely they would find the message interesting or share it on social media. Next, the respondents' attitudes towards gambling were charted by using the ATGS scale (Attitudes Towards Gambling Scale). They were asked, for example, whether people should have the right to gamble whenever they want, whether most people who gamble do so sensibly and whether it would be better if gambling was banned altogether. The respondents' gambling habits were examined by using the SOGS scale (South Oaks Gambling Screen), and they were asked, for instance, which types of gambling they had done in the past 12 months (played slot machines, visited an online casino, bet on lotteries etc.), whether the people close to them had gambling problems, and whether they had borrowed money to gamble or to pay gambling debts. In addition, the respondents' alcohol consumption was surveyed with a few questions from the AUDITC scale (The Alcohol Use Disorders Identification Test), and they were asked whether they had used various drugs for recreational purposes (e.g. cannabis, LSD, amphetamine, opioids) and which online resources they had used to purchases these drugs (e.g. Facebook, Instagram, Craigslist). The respondents' subjective well-being and social relationships were examined next. The respondents were asked how happy they were in general and how satisfied they were with their economic situation and life in general. They were also asked how well the single statement "I have high self-esteem" from the SISE scale (Single-item Self-esteem Scale) described them. The three statements on lacking companionship, feeling left out and feeling isolated from the LONE scale (Three-item Loneliness Scale) were also included in the survey. Feelings of belonging to different groups or communities (e.g. family, friends, neighbourhood, parish/religious community) were charted, and the 12-item GHQ scale (General Health Questionnaire) was used to survey the respondents' recent mental health. Questions included, for example, whether the respondents had been able to concentrate on what they were doing, had felt they couldn't overcome their difficulties, and had been losing confidence in themselves. Finally, the respondents' sense of control over the events in their lives was examined with the MASTERY scale (Sense of Mastery Scale), with questions focusing on, for instance, whether they thought they had little control over the things that happen to them and whether they often felt helpless in dealing with the problems of life. The respondents' impulsivity was surveyed by using the EIS scale (Eysenck Impulsivity Scale) and their willingness to delay gratification was surveyed with the GRATIF scale (Delay of Gratification). Background variables included the respondent's gender, age, country of birth (own and parents') level of education, type of municipality of residence, household composition, disposable income, possible financial problems, and economic activity and occupational status.

本调研描绘了15至25岁美国青年群体的赌博行为、社交媒体使用情况及其主观幸福感。该研究作为“问题赌博与社交媒体:在线游戏社区青年行为的社会心理学研究”项目的一部分而展开。项目旨在分析年轻社交媒体用户如何评估、采纳及分享与赌博相关的在线内容,以及在线群体过程如何影响他们的赌博行为及其对赌博的态度。芬兰数据服务(FSD)所拥有的数据集还包括另外两个使用近乎相同问卷收集的数据集(FSD3399和FSD3400)。研究项目数据收集地包括芬兰、美国、西班牙和韩国。首先,受访者被询问他们使用哪些社交媒体服务(例如,Facebook、YouTube、Instagram、讨论论坛、在线赌场)及其使用频率。更细致地记录了受访者讨论与赌博相关的社交媒体话题,并询问例如讨论通常是否与赌博指南或技巧相关,或是与问题赌博及克服问题赌博相关。也提出了关于受访者社交媒体活动的一些问题,例如,他们在网上看到赌博相关广告的频率,更改他们最重要的社交媒体密码的频率,以及他们在社交媒体上上传个人照片的频率。受访者还被询问在过去三年内是否曾遭受网络骚扰或成为互联网犯罪的受害者(例如,诽谤、身份盗窃、欺诈、性骚扰)。受访者社交媒体中的身份气泡通过使用IBR量表(身份气泡强化量表)进行调查。受访者被询问,例如,他们是否认为可以在社交媒体中做真实的自己,以及他们是否只在社交媒体上与类似的人互动。此外,CIUS量表(网络强迫使用量表)被用于检查与网络使用相关的问题。问题集中在例如受访者是否发现当他们在网上时很难停止使用互联网,是否有人告诉他们应该减少使用互联网,以及当他们无法使用互联网时,他们是否感到不安、沮丧或烦躁。在问卷的下一部分,受访者被随机分配到两个组进行情景实验。测试组的受访者被告知他们属于C组,因为他们之前回答的问题与其他C组成员相似。而对照组则没有被告知关于组别的任何信息。受访者被展示不同的与赌博相关的社交媒体情景,并被要求通过“点赞”或“不喜欢”消息或完全无反应来评价赌博相关消息的内容。每位受访者被展示了四个不同内容的赌博消息。在情景中操作了三个因素(2x2x2设计):消息对赌博的表态(正面或负面)、消息的叙事视角(以经验为导向的第一人称叙述或以事实为导向的第三人称叙述)以及其他受访者对消息的态度(正面或负面的点赞或不喜欢分布)。对于C组,多数意见似乎由其他C组成员提供,而对于对照组,多数意见似乎由其他受访者提供。此外,通过一系列陈述调查了受访者对消息的态度,例如他们认为消息有多有趣或有多可能在社交媒体上分享。接下来,通过使用ATGS量表(对赌博的态度量表)调查了受访者对赌博的态度。他们被询问例如人们是否应该有权在想要的时候赌博,大多数赌博的人是否理智赌博,以及是否最好完全禁止赌博。通过使用SOGS量表(南奥克斯赌博筛查量表)检查了受访者的赌博习惯,他们被询问例如在过去12个月内他们参与了哪些类型的赌博(玩老虎机、访问在线赌场、投注彩票等),他们亲近的人是否有赌博问题,以及他们是否为了赌博或偿还赌博债务而借钱。此外,通过使用AUDITC量表(酒精使用障碍识别测试)中的几个问题调查了受访者的酒精消费情况,他们被询问是否为了娱乐目的使用过各种药物(例如,大麻、LSD、安非他命、阿片类药物)以及他们使用哪些在线资源购买这些药物(例如,Facebook、Instagram、Craigslist)。接下来,调查了受访者的主观幸福感和社会关系。受访者被询问他们总体上有多快乐,他们对他们的经济状况和生活总体上有多满意。他们也被告知SISE量表(单一项目自尊量表)中的单个陈述“我有高度自尊”如何描述他们。LONE量表(三项孤独量表)中的关于缺乏陪伴、感到被排除在外和感到与社会隔离的三项陈述也被纳入调查。调查了受访者对不同群体或社区(例如,家庭、朋友、邻里、教区/宗教社区)的归属感,并使用12项GHQ量表(总体健康问卷)调查了受访者最近的心理健康状况。问题包括例如受访者是否能够专注于他们正在做的事情,是否感到无法克服他们的困难,以及他们是否在对自己失去信心。最后,通过使用MASTERY量表(掌握感量表)检查了受访者对自己生活中事件的掌控感,问题集中在例如他们是否认为他们对发生的事情几乎没有掌控,以及他们是否经常在处理生活中的问题时感到无助。通过使用EIS量表(艾森克冲动量表)调查了受访者的冲动性,并使用GRATIF量表(延迟满足)调查了他们延迟满足的意愿。背景变量包括受访者的性别、年龄、出生国(自己和父母的)、教育水平、居住市的类型、家庭构成、可支配收入、可能的财务问题、经济活动和职业状况。
提供机构:
services.fsd.tuni.fi
5,000+
优质数据集
54 个
任务类型
进入经典数据集
二维码
社区交流群

面向社区/商业的数据集话题

二维码
科研交流群

面向高校/科研机构的开源数据集话题

数据驱动未来

携手共赢发展

商业合作