文献检索文档翻译深度研究
Suppr Zotero 插件Zotero 插件
邀请有礼套餐&价格历史记录

新学期,新优惠

限时优惠:9月1日-9月22日

30天高级会员仅需29元

1天体验卡首发特惠仅需5.99元

了解详情
不再提醒
插件&应用
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
高级版
套餐订阅购买积分包
AI 工具
文献检索文档翻译深度研究
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2025

从电子游戏玩家那里进行在线数据收集:方法学问题。

Online data collection from video game players: methodological issues.

作者信息

Wood Richard T A, Griffiths Mark D, Eatough Virginia

机构信息

Division of Psychology, Nottingham Trent University, Nottingham, United Kingdom.

出版信息

Cyberpsychol Behav. 2004 Oct;7(5):511-8. doi: 10.1089/cpb.2004.7.511.


DOI:10.1089/cpb.2004.7.511
PMID:15667045
Abstract

The paper outlines the advantages and disadvantages of using the Internet to collect data concerning both online and offline gamers. Drawing from experience of a number of studies carried out online by the authors and by reviewing the available literature, the authors discuss the main issues concerning data collected from video game players. The paper examines a number of areas, including recruiting and utilizing participants, validity, suitable methods of data collection (i.e., questionnaire studies, online tests, participant observation, online interviews), and ethical issues. It is concluded that online research methods can be a useful way of examining the psychosocial aspects of video game playing.

摘要

本文概述了利用互联网收集在线和离线游戏玩家数据的优缺点。作者借鉴自身开展的多项在线研究经验,并通过回顾现有文献,讨论了从电子游戏玩家收集数据的主要问题。本文考察了多个领域,包括招募和使用参与者、有效性、合适的数据收集方法(即问卷调查研究、在线测试、参与观察、在线访谈)以及伦理问题。得出的结论是,在线研究方法可能是考察电子游戏玩家心理社会方面的一种有用方式。

相似文献

[1]
Online data collection from video game players: methodological issues.

Cyberpsychol Behav. 2004-10

[2]
Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

Cyberpsychol Behav Soc Netw. 2016-4

[3]
Online and offline video game use in adolescents: measurement invariance and problem severity.

Am J Drug Alcohol Abuse. 2017-1

[4]
Unpopular, overweight, and socially inept: reconsidering the stereotype of online gamers.

Cyberpsychol Behav Soc Netw. 2014-3

[5]
Analyzing online game players: from materialism and motivation to attitude.

Cyberpsychol Behav. 2008-12

[6]
Demographic factors and playing variables in online computer gaming.

Cyberpsychol Behav. 2004-8

[7]
Health-risk correlates of video-game playing among adults.

Am J Prev Med. 2009-10

[8]
Internet-based brain training games, citizen scientists, and big data: ethical issues in unprecedented virtual territories.

Neuron. 2015-4-22

[9]
Does self-selection affect samples' representativeness in online surveys? An investigation in online video game research.

J Med Internet Res. 2014-7-7

[10]
Online computer gaming: a comparison of adolescent and adult gamers.

J Adolesc. 2004-2

引用本文的文献

[1]
Psychometric Properties of the Metacognitions About Online Gaming Scale in the Chinese Population and Its Relationship With Internet Gaming Disorder: Cross-Sectional Study.

JMIR Serious Games. 2024-4-22

[2]
Prevalence of Internet Gaming Disorder and Its Association With Personality Traits and Gaming Characteristics Among Chinese Adolescent Gamers.

Front Psychiatry. 2020-11-17

[3]
Mobile Insight in Risk, Resilience, and Online Referral (MIRROR): Psychometric Evaluation of an Online Self-Help Test.

J Med Internet Res. 2020-9-25

[4]
An investigation into problematic smartphone use: The role of narcissism, anxiety, and personality factors.

J Behav Addict. 2017-8-29

[5]
Delay Discounting of Video Game Players: Comparison of Time Duration Among Gamers.

Cyberpsychol Behav Soc Netw. 2017-2

[6]
Daily and compulsive internet use and well-being in adolescence: a diathesis-stress model based on big five personality traits.

J Youth Adolesc. 2008-8-1

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

推荐工具

医学文档翻译智能文献检索