GameStat - Longitudinal Data on the Use of Computer- und Video-Games in Germany 2011-2013
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Use of Computer- und Video-Games. Personality. Topics: frequency and duration of playing on the computer or console (alone or together with other gamers); mobile gaming; genre preferences; importance of game attributes; favorite games (open); hardware; spending on average per month for gaming. Experience: number of years the respondent has been playing video or console games; self-rating of skills as a gamer (Beginner, Advanced, Expert); duration and frequency; gambling; motivation (psychological motivation: escapism, relaxation, enjoyment, narration, excitement, passing time, success, competence, roles, exploration); social motivation (interaction, teamplay, competition). Media use and spare time activities: number of hours watching TV and reading newspapers or magazines each day; number of hours of internet use for private and professional purposes; frequency of different spare time activities. Personality (agression, sociability, self-esteem, achievement orientation, competetiveness, conservatism, self-efficacy); social skills; identification as a gamer. Housing situation; currently school pupil or college/university student; school type; nationality; language; Real life satisfaction: satisfaction with work/school, college/university, leisure time, sleep, family life, current gaming perfomance); satisfation with life; personal spendable income; party preference (sunday question); success (professional/academic success, in-game success). Social capital: personal relationship (e.g. number of good friends); social integration (activities in social groups, clubs or other organisations); social capital gaming; friends and gaming. Game addiction (salience, tolerance, mood modification, withdrawal, conflict, addiction others). Cultivation: attitudes towards militarism, sexism and gender roles. Changes in life (family situation and professional life) since the last interview a year ago (only waves 2 and 3) Demography: age; sex; marital status; living together with a partner; occupational status; employment; education (highest academic degree); household size; number of persons in the household younger than 18 years; monthly household income; Additionally coded was: respondent-ID; West/East; genre and USK Altersfreigabe of the favorite games.
本数据集聚焦电脑与电子游戏(Computer- und Video-Games)使用行为,涵盖多维度调研内容如下: 1. 游戏使用核心指标:电脑或主机游戏的游玩频率与时长(含单人游玩及与其他玩家联机)、移动游戏参与情况、游戏类型偏好、游戏属性重要性评分、偏好游戏(开放式调研问题)、使用的硬件设备、每月平均游戏消费金额。 2. 游戏经验相关指标:受访者接触主机/电脑游戏的年限、自身游戏技术自评水平(入门级、进阶级、专家级)、日常游戏时长与频率、涉赌游戏参与情况、游戏动机(心理动机:逃避现实、放松解压、获得愉悦感、沉浸叙事体验、获取兴奋感、消磨闲暇时间、追求成功成就、彰显操作能力、角色扮演、探索未知;社交动机:人际互动、团队协作、竞技对抗)。 3. 媒体使用与闲暇活动:每日看电视、阅读报刊杂志的时长,用于私人与工作用途的互联网使用时长,各类闲暇活动的参与频率。 4. 人格与社交特质:攻击性、社交性、自尊水平、成就导向、竞争倾向、保守主义倾向、自我效能感;社交技能水平、玩家身份认同程度。 5. 个体基本背景:居住情况、当前身份为中小学生或高校学生、学校类型、国籍、语言能力。 6. 现实生活满意度:对工作/学业、高校生活、闲暇时光、睡眠质量、家庭生活、当前游戏表现的满意度,总体生活满意度,个人可支配收入,政党偏好(周日议题),成功表现(职业/学业成就、游戏内成就)。 7. 社会资本维度:个人社交关系规模(如好友数量)、社会融入情况(参与社会团体、俱乐部或其他组织的活动频率)、游戏相关社会资本、好友与游戏社交的关联。 8. 游戏成瘾筛查:成瘾显著性、耐受性、情绪调节依赖、戒断反应、人际冲突及其他成瘾相关表现。 9. 涵化维度:对军国主义、性别歧视与性别角色的态度。 10. 生活变化追踪:自上次一年前的访谈以来的家庭情况与职业情况变化(仅适用于第二波与第三波调研)。 11. 人口统计学特征:年龄、性别、婚姻状况、是否与伴侣同住、职业状态、就业情况、最高学历、家庭规模、家庭中18岁以下成员数量、家庭月收入。 此外还对以下字段进行了编码:受访者ID、西部/东部地区归属、偏好游戏的类型及USK年龄分级(USK Altersfreigabe)。



