Playing Video Games during the COVID-19 Pandemic: Survey 2020

Beskrivning

The survey charted different digital gaming cultures. Questions examined digital gaming and related phenomena, such as livestreaming games and following e-sports and sports, during the coronavirus pandemic in Finland and China. First, the respondents were asked how often they had played digital and non-digital games in the past year and which games they had played the most. The types of digital games the respondents played (e.g. action and role-playing, sports games) were also surveyed. Following e-sports was examined with questions on, for example, how often the respondents watched online esports matches or livestreams of professional gamers, followed esports news sites or discussions, or bought esports merchandise. The respondents were also asked whether they played esports on a competitive level. Some questions also examined the respondents' habits regarding following and watching traditional sports. Next, the respondents' content producing was charted regarding whether the respondents had livestreamed their gaming. Finally, the survey examined the effects of the restrictions and exceptional circumstances caused by the COVID-19 pandemic. The respondents were asked how the restrictions of movement and gathering had affected their life regarding gaming, following and watching esports and gaming livestreams, and following and watching traditional sports, as well as their own physical exercise, reading habits, and TV watching. Background variables included the respondent's age, gender and mother tongue (Finnish or Chinese).
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Publiceringsår

2022

Typ av data

Upphovspersoner

Chen, Yingrong - Upphovsperson, Upphovsperson

Karhulahti, Veli-Matti Orcid -palvelun logo - Upphovsperson

Nerg, Henri - Upphovsperson

Tietoarkisto - Utgivare

Projekt

Övriga uppgifter

Vetenskapsområden

SAMHÄLLSVETENSKAPER

Språk

engelska, finska

Öppen tillgång

Begränsad tillgång

Licens

Other (Not Open)

Nyckelord

harrastukset, hobbies, Leisure, tourism and sport, Vapaa-aika, matkailu ja urheilu, Ajankäyttö, Time use, pelaaminen, digitaaliset pelit, digital games, leisure time activities, COVID-19, poikkeusolot, time budgets, bacterial and virus diseases, koronavirukset, pelit, pelaajat, elektroninen urheilu

Ämnesord

Temporal täckning

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