Find information about social science research data and open access publications.
GameStat - Längsschnittdaten zur Computer- und Videospielnutzung in Deutschland 2011-2013
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.
forsa Gesellschaft für Sozialforschung und statistische Analysen, Berlin
Quandt, T., Festl, R., Breuer, J., Scharkow, M., & Kowert, R. (2017). GameStat - Longitudinal Data on the Use of Computer- und Video-Games in Germany 2011-2013 (ZA5246; Version 1.0.0) [Data set]. GESIS, Cologne. https://doi.org/10.4232/1.12813
ZA5246_v1-0-0_de.dta German (Dataset) 7.6 MB
ZA5246_v1-0-0_de.sav German (Dataset) 4.65 MB
ZA5246_v1-0-0_en.dta English (Dataset) 7.6 MB
ZA5246_v1-0-0_en.sav English (Dataset) 4.65 MB
This dataset can be accessed for logged-in accounts at https://search.gesis.org/ZA5246