Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Experiment Videos

Online data collection from video game players: methodological issues.

Richard T A Wood1, Mark D Griffiths, Virginia Eatough

  • 1Division of Psychology, Nottingham Trent University, Nottingham, United Kingdom. Richard.Wood@ntu.ac.uk

Cyberpsychology & Behavior : the Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society
|January 26, 2005
PubMed
Summary
This summary is machine-generated.

Related Concept Videos

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Using media reports about suicide as data: Response to Etchells et al. (2021).

Perspectives in psychiatric care·2021
Same author

COVID-19 Fear Among Pakistanis: Psychometric Evaluation of the Fear of COVID-19 Scale Using Item Response Theory and Confirmatory Factor Analysis.

International journal of mental health and addiction·2021
Same author

Fear of COVID-19 and Trust in the Healthcare System Mediates the Association between Individual's Risk Perception and Preventive COVID-19 Behaviours among Iranians.

International journal of environmental research and public health·2021
Same author

The Relationship between Alexithymia, Dysmorphic Concern, and Exercise Addiction: The Moderating Effect of Self-Esteem.

Journal of personalized medicine·2021
Same author

COVID-19-Related Variables and Its Association with Anxiety and Suicidal Ideation: Differences Between International and Local University Students in Taiwan.

Psychology research and behavior management·2021
Same author

Gender Differences in the Factors Associated With the Fear of COVID-19 Among Taiwanese Older People.

Inquiry : a journal of medical care organization, provision and financing·2021

Online research offers effective methods for studying video game players, covering recruitment, data collection, and ethical considerations. This approach provides valuable insights into the psychosocial aspects of gaming.

Area of Science:

  • Psychology
  • Human-Computer Interaction
  • Game Studies

Background:

  • The increasing prevalence of online and offline gaming necessitates effective research methodologies.
  • Existing literature and author experience highlight challenges in studying video game players.

Purpose of the Study:

  • To outline the advantages and disadvantages of using the Internet for data collection on gamers.
  • To discuss key issues in researching video game players, including recruitment, validity, data collection methods, and ethics.

Main Methods:

  • Literature review of online research methods for gamers.
  • Analysis of authors' experiences in conducting online studies with video game players.
  • Examination of various data collection techniques: questionnaires, online tests, participant observation, and interviews.

Related Experiment Videos

Main Results:

  • The Internet presents both opportunities and challenges for collecting data from gamers.
  • Key considerations include participant recruitment, data validity, and ethical implications.
  • Diverse online methods are available, each with specific strengths and weaknesses.

Conclusions:

  • Online research methodologies are a viable and useful tool for investigating the psychosocial aspects of video game playing.
  • Careful planning regarding participant engagement, data integrity, and ethical conduct is crucial for successful online gamer research.