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自我选择是否会影响在线调查中样本的代表性?一项关于在线视频游戏研究的调查。

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

作者信息

Khazaal Yasser, van Singer Mathias, Chatton Anne, Achab Sophia, Zullino Daniele, Rothen Stephane, Khan Riaz, Billieux Joel, Thorens Gabriel

机构信息

Geneva University Hospitals, Geneva, Switzerland.

出版信息

J Med Internet Res. 2014 Jul 7;16(7):e164. doi: 10.2196/jmir.2759.

Abstract

BACKGROUND

The number of medical studies performed through online surveys has increased dramatically in recent years. Despite their numerous advantages (eg, sample size, facilitated access to individuals presenting stigmatizing issues), selection bias may exist in online surveys. However, evidence on the representativeness of self-selected samples in online studies is patchy.

OBJECTIVE

Our objective was to explore the representativeness of a self-selected sample of online gamers using online players' virtual characters (avatars).

METHODS

All avatars belonged to individuals playing World of Warcraft (WoW), currently the most widely used online game. Avatars' characteristics were defined using various games' scores, reported on the WoW's official website, and two self-selected samples from previous studies were compared with a randomly selected sample of avatars.

RESULTS

We used scores linked to 1240 avatars (762 from the self-selected samples and 478 from the random sample). The two self-selected samples of avatars had higher scores on most of the assessed variables (except for guild membership and exploration). Furthermore, some guilds were overrepresented in the self-selected samples.

CONCLUSIONS

Our results suggest that more proficient players or players more involved in the game may be more likely to participate in online surveys. Caution is needed in the interpretation of studies based on online surveys that used a self-selection recruitment procedure. Epidemiological evidence on the reduced representativeness of sample of online surveys is warranted.

摘要

背景

近年来,通过在线调查开展的医学研究数量急剧增加。尽管在线调查有诸多优势(例如样本量、便于接触有污名化问题的个体),但在线调查中可能存在选择偏倚。然而,关于在线研究中自我选择样本代表性的证据并不充分。

目的

我们的目的是利用在线玩家的虚拟角色(化身)探讨自我选择的在线游戏玩家样本的代表性。

方法

所有化身均属于玩《魔兽世界》(WoW)的个体,该游戏是目前使用最广泛的在线游戏。化身的特征通过《魔兽世界》官方网站上报告的各种游戏分数来定义,并将之前研究中的两个自我选择样本与随机选择的化身样本进行比较。

结果

我们使用了与1240个化身相关的分数(自我选择样本中的762个和随机样本中的478个)。在大多数评估变量上,两个自我选择的化身样本得分更高(公会成员身份和探索方面除外)。此外,一些公会在自我选择样本中的占比过高。

结论

我们的结果表明,更熟练的玩家或更深入参与游戏的玩家可能更有可能参与在线调查。在解释基于自我选择招募程序的在线调查研究时需要谨慎。有必要提供关于在线调查样本代表性降低的流行病学证据。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/477e/4115258/fed1e0a84864/jmir_v16i7e164_fig1.jpg

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