CONSISTENT GAMING SKILL DEMOGRAPHICS IN ACADEMIC RESEARCH

IF 0.2 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Elizabeth A. Matthews, I. Koleva, Sujan Basnet
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Abstract

Video games are a popular topic in academia, encompassing many research subtopics. Often researchers investigating video game subjects partition the participants by the participant’s familiarity with video games. Unlike other demographic categories on which research subjects are divided, such as age range or income, sorting participants into gamer skill categories, such as “Expert Gamer”, has no objective consensus on what the labels should be. The inconsistency in terminology makes comparison between research works impossible. Hours per week is often a standard but does not provide statistical significance with many factors and is not as objective as it may seem. This paper highlights this problem, collects demographic questions in existing research, and showcases the data collected from a user study with these questions. The results show that self-chosen categories are a statistically significant metric and is recommended as an easy-to-obtain value.
在学术研究中一致的游戏技能统计
电子游戏是学术界的热门话题,包含许多研究子主题。通常,调查电子游戏的研究人员会根据参与者对电子游戏的熟悉程度来划分参与者。与其他将研究对象划分为人口统计学类别(如年龄范围或收入)不同,将参与者划分为玩家技能类别(如“专家级玩家”),对于标签应该是什么并没有客观的共识。术语的不一致使研究工作之间无法进行比较。每周工作时间通常是一个标准,但并没有提供许多因素的统计意义,也不像看起来那么客观。本文强调了这个问题,收集了现有研究中的人口统计问题,并展示了从这些问题的用户研究中收集的数据。结果表明,自我选择的类别是一个统计上显著的度量,并推荐作为一个易于获得的值。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IADIS-International Journal on Computer Science and Information Systems
IADIS-International Journal on Computer Science and Information Systems COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
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