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用于研究视频游戏和游戏障碍的 qualtrics 面板数据的有效性。

The validity of qualtrics panel data for research on video gaming and gaming disorder.

机构信息

Department of Psychology and Neuroscience.

出版信息

Exp Clin Psychopharmacol. 2022 Aug;30(4):424-431. doi: 10.1037/pha0000575. Epub 2022 May 5.

Abstract

Crowdsourced samples are increasing in popularity, particularly within psychological and addictive behaviors research. The trend has resulted in significant interest in the use of panel samples for the examination of behavioral and substance addictions. One newer panel platform, Qualtrics, has seen an increase in usage in recent years despite lack of research examining the validity of Qualtrics-produced data for addictive behaviors. The goal of the present study was to evaluate the validity of Qualtrics-obtained data for the most recently classified behavioral addiction-video gaming. The evaluation compared a Qualtrics-recruited video gamers sample ( = 586) to traditional community ( = 108) and student ( = 217) samples on demographics and key outcomes relevant to gaming disorder researchers (average playtime, frequency of gaming, and gaming disorder risk scores) to evaluate the generalizability of Qualtrics panel data. The results revealed that Qualtrics samples were comparable to a traditionally recruited community sample, but different from a student sample on gaming frequency ( < .001) and risk for gaming disorder ( < .001). The Qualtrics sample also had longer durations of average gaming time relative to the student sample ( = .01), with some differences in demographics between the all three sources of recruitment. The findings suggest that Qualtrics may provide a suitable method of convenience panel recruitment, generalizable to the broader North American community, for research examining video gaming behaviors and gaming disorder. (PsycInfo Database Record (c) 2022 APA, all rights reserved).

摘要

众包样本越来越受欢迎,特别是在心理和成瘾行为研究中。这种趋势导致人们对使用面板样本来研究行为和物质成瘾产生了浓厚的兴趣。一个较新的面板平台 Qualtrics 近年来使用率有所上升,但缺乏对 Qualtrics 产生的数据用于成瘾行为的有效性的研究。本研究的目的是评估 Qualtrics 获得的数据对最近分类的行为成瘾——视频游戏的有效性。该评估将 Qualtrics 招募的视频游戏玩家样本(n = 586)与传统社区样本(n = 108)和学生样本(n = 217)进行比较,比较的内容包括与游戏障碍研究人员相关的人口统计学和关键结果(平均游戏时间、游戏频率和游戏障碍风险评分),以评估 Qualtrics 面板数据的普遍性。结果表明,Qualtrics 样本在人口统计学特征和游戏频率(<.001)和游戏障碍风险(<.001)方面与传统招募的社区样本相似,但与学生样本不同。与学生样本相比,Qualtrics 样本的平均游戏时间也更长(<.01),而且在招募的所有三个来源中,人口统计学特征也存在一些差异。这些发现表明,Qualtrics 可能为研究视频游戏行为和游戏障碍提供了一种合适的便利面板招募方法,适用于更广泛的北美社区。(PsycInfo 数据库记录(c)2022 APA,保留所有权利)。

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