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Exploring the variables of Empathy in Gamers: a Survey validation

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Mendeley Data2024-03-27 更新2024-06-29 收录
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This data reports an inductively structured survey's design, validation, and spread strategy created to better understand the design contours responsible for creating an empathetic relationship between Gamers and Playable Characters in Digital Games. The survey is structured inductively and aims to address the following research questions: Which psycho-social characteristics can define a Gamer? How do we assess and measure Empathy in digital games? Can a Gamer have an empathic connection with a Character? Who are the most emphatic Characters in digital games? The survey is divided into the following sections: 1. Sample personal characterization: gamers personal characterization. 2. Context and beliefs: gamer's socio-economic reality characterization. 3. Gaming Habits characterization: gamer's digital playing habits characterization. 4. Type of Player: the typology of gamers' most preferred gaming activities based on Bartle (1996). 5. Sample Empathy assessment: Implementing the Interpersonal Reactivity Index (IRI) Empathy assessment scale using the Interpersonal Reactivity Index (IRI) by Davis (1983). 6. Sample Personality Assessment: implementation of a Personality Assessment BFI-2-S (Soto & John, 2017). 7. Assessing Empathy in Digital Games: Access empathy in a specific digital game for a specific playable Character (named by gamer's respondents). The survey was validated before dissemination to ensure reliability, clarity, and content validity. This database reports the data collected through three focus group sessions, taking care to validate the survey structure and to prevent unforeseen issues. The choice for three sessions was a pragmatic response to the evolving problem-finding process, ensuring comprehensive issue exploration and alignment with research questions.

本数据集介绍了一项归纳式结构化调查问卷的设计、验证与分发策略,旨在深入探究能够在电子游戏玩家与可游玩角色(Playable Character)之间构建共情(Empathy)关系的设计维度。本调查问卷采用归纳式结构,旨在解答以下研究问题:哪些心理社会特征可用于定义玩家(Gamer)?我们应如何评估与衡量电子游戏中的共情?玩家能否与游戏角色建立共情联结?电子游戏中最具共情性的角色有哪些?本调查问卷分为以下七个模块:1. 样本个人特征刻画:玩家个人特征信息采集;2. 背景与信念:玩家社会经济现状刻画;3. 游戏习惯刻画:玩家电子游戏游玩习惯采集;4. 玩家类型:基于巴特勒(Bartle, 1996)的研究,对玩家最偏好的游戏活动进行类型划分;5. 样本共情评估:采用戴维斯(Davis, 1983)提出的人际反应指针量表(Interpersonal Reactivity Index,IRI)作为共情评估量表;6. 样本人格评估:采用索托与约翰(Soto & John, 2017)研发的人格评估量表BFI-2-S;7. 电子游戏共情评估:针对受访者玩家指定的特定电子游戏及其内的可游玩角色,评估玩家的共情水平。本调查问卷在正式分发前已完成验证,以确保其信度、清晰度与内容效度。本数据集收录了通过三场焦点小组座谈收集到的数据,旨在验证调查问卷的结构并规避未预见的问题。选择开展三场座谈是针对动态演进的问题发现过程所采取的务实方案,可确保对研究问题相关议题的全面探索与契合。

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2024-01-08
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