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GameStat - Longitudinal Data on the Use of Computer- und Video-Games in Germany 2011-2013

Version
1.0.0
Resource Type
Dataset
Creator
  • Quandt, Thorsten (Westfälische Wilhelms-Universität Münster)
  • Festl, Ruth (Westfälische Wilhelms-Universität Münster)
  • Breuer, Johannes (Westfälische Wilhelms-Universität Münster)
  • Scharkow, Michael (Westfälische Wilhelms-Universität Münster)
  • Kowert, Rachel (Westfälische Wilhelms-Universität Münster)
Publication Date
2017-06-19
Contributor
  • forsa Gesellschaft für Sozialforschung und statistische Analysen, Berlin (Data Collector)
Language
German
Classification
  • ZA:
    • Group
    • Communication, Public Opinion, Media
    • Person, Personality, Role
Description
  • Abstract

    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.
Temporal Coverage
  • 2011-03-01 / 2013-04-25
    Panel waves each at intervals of one year
Geographic Coverage
  • Germany (DE)
Sampled Universe
Persons aged 14 or over who regularly play computer games (computer or games console), additionally as a comparison group non-players from 14 years
Sampling
Probability Sample: Stratified Sample: Disproportional
Collection Mode
  • Telephone interview: CATI (Computer Assisted Telephone Interview)
Data and File Information
  • Number of Variables: 708
Availability
Delivery
C - Data and documents are only released for academic research and teaching after the data depositor’s written authorization. For this purpose the Data Archive obtains a written permission with specification of the user and the analysis intention.
Rights
All metadata from GESIS DBK are available free of restriction under the Creative Commons CC0 1.0 Universal Public Domain Dedication. However, GESIS requests that you actively acknowledge and give attribution to all metadata sources, such as the data providers and any data aggregators, including GESIS. For further information see https://dbk.gesis.org/dbksearch/guidelines.asp
Alternative Identifiers
  • ZA5246 (Type: ZA-No.)
Publications
  • Kowert, R., Festl, R., & Quandt, T. (2014). Unpopular, overweight, and socially inept: Re-considering the stereotype of online gamers. Cyberpsychology, Behavior, and Social Networking, 17(3), 141-146. doi: 10.1089/cyber.2013.0118.
  • Kowert, R., Domahidi, E., & Quandt, T. (2014). The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals. Cyberpsychology, Behavior, & Social Networking, 17, 447-453. doi:10.1089/cyber.2013.0656
  • Domahidi, E., Festl, R., & Quandt, T. (2014). To Dwell Among Gamers - Investigating The Relationship Between Social Online Game Use And Gaming-Related Friendships. Computers in Human Behavior, 35, 107-115. doi: 10.1016/j.chb.2014.02.023
  • Breuer, J., Festl, R., & Quandt, T. (2014). Aggression and preference for first-person shooter and action games: Data from a large-scale survey of German gamers aged 14 and above. Communication Research Reports, 31(2), 183-196. doi:10.1080/08824096.2014.907146.
  • Kowert, R., Vogelgesang, J., Festl, R., & Quandt, T. (2015). Psychosocial causes and consequences of online video game play. Computers in Human Behavior, 45, 51-58. doi: 10.1016/j.chb.2014.11.074.
  • Scharkow, M., Festl, R., Vogelgesang, J., & Quandt, T. (2015). Beyond the "core-gamer": Genre preferences and gratifications in computer games. Computers in Human Behavior, 44, 293-298. doi: doi:10.1016/j.chb.2014.11.020.
  • Breuer, J., Vogelgesang, J., Quandt, T., & Festl, R. (2015). Violent Video Games and Physical Aggression: Evidence for a Selection Effect Among Adolescents. Psychology of Popular Media Culture, 4(4), 305-328. doi:10.1037/ppm0000035
  • Domahidi, E., Breuer, J., Kowert, R., Festl, R., & Quandt, T. (2016). A longitudinal analysis of gaming- and non-gaming-related friendships and social support among social online game players. Media Psychology. Advance online publication. doi:10.1080/15213269.2016.1257393
  • Breuer, J., Kowert, R., Festl, R., & Quandt, T. (2015). Sexist games = sexist gamers? A longitudinal study on the relationship between video game use and sexist attitudes. Cyberpsychology, Behavior, and Social Networking, 18(4), 197-202. doi:10.1089/cyber.2014.0492

Update Metadata: 2017-12-28 | Issue Number: 4 | Registration Date: 2017-06-19

Quandt, Thorsten; Festl, Ruth; Breuer, Johannes; Scharkow, Michael; Kowert, Rachel (2017): GameStat - Längsschnittdaten zur Computer- und Videospielnutzung in Deutschland 2011-2013. Version: 1.0.0. GESIS Datenarchiv. Dataset. https://doi.org/10.4232/1.12813