The Validity of Qualtrics Panel Data for Research on Video Gaming and Gaming Disorder

The Validity of Qualtrics Panel Data for Research on Video Gaming and Gaming Disorder
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DOI:
10.1037/pha0000575
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发表时间:
2022-05-05
影响因子:
2.3
通讯作者:
Yakovenko, Igor
Yakovenko, Igor
中科院分区:
医学3区
文献类型:
--
作者:
Belliveau, Jacob;Soucy, Krystal, I;Yakovenko, Igor

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该研究的结果表明,Qualtrics招募的小组样本与社区样本在心理健康和视频游戏结果方面对视频游戏玩家和游戏障碍的调查相当。Qualtrics、社区招募和学生视频游戏玩家样本之间的人口统计学特征存在关键差异。众包样本越来越受欢迎,特别是在心理和成瘾行为研究中。这一趋势导致人们对使用小组样本检查行为和物质成瘾产生了极大的兴趣。一个新的面板平台,Qualtrics,近年来的使用量有所增加,尽管缺乏研究来检查Qualtrics产生的成瘾行为数据的有效性。本研究的目的是评估Qualtrics获得的数据的有效性,最近分类的行为成瘾-视频游戏。该评估比较了Qualtrics招募的视频游戏玩家样本(n = 586)与传统社区(n = 108)和学生(n = 217)样本的人口统计数据和与游戏障碍研究人员相关的关键结果(平均游戏时间,游戏频率和游戏障碍风险评分),以评估Qualtrics面板数据的普遍性。结果显示,Qualtrics样本与传统招募的社区样本相当,但在游戏频率(p < .001)和游戏障碍风险(p < .001)方面与学生样本不同。Qualtrics样本的平均游戏时间也比学生样本更长(p = 0.01),所有三个招聘来源之间的人口统计数据存在一些差异。研究结果表明,Qualtrics可以提供一种合适的方法,方便面板招聘,推广到更广泛的北美社区,研究视频游戏行为和游戏障碍。
Public Health Significance The findings of the study demonstrate that Qualtrics-recruited panel samples are comparable to community samples for investigations of video gamers and gaming disorder with regard to mental health and video gaming outcomes. Key differences exist in demographic profiles between Qualtrics, community-recruited, and student samples of video gamers.Crowdsourced samples are increasing in popularity, particularly within psychological and addictive behaviors research. The trend has resulted in significant interest in the use of panel samples for the examination of behavioral and substance addictions. One newer panel platform, Qualtrics, has seen an increase in usage in recent years despite lack of research examining the validity of Qualtrics-produced data for addictive behaviors. The goal of the present study was to evaluate the validity of Qualtrics-obtained data for the most recently classified behavioral addiction-video gaming. The evaluation compared a Qualtrics-recruited video gamers sample (n = 586) to traditional community (n = 108) and student (n = 217) samples on demographics and key outcomes relevant to gaming disorder researchers (average playtime, frequency of gaming, and gaming disorder risk scores) to evaluate the generalizability of Qualtrics panel data. The results revealed that Qualtrics samples were comparable to a traditionally recruited community sample, but different from a student sample on gaming frequency (p < .001) and risk for gaming disorder (p < .001). The Qualtrics sample also had longer durations of average gaming time relative to the student sample (p = .01), with some differences in demographics between the all three sources of recruitment. The findings suggest that Qualtrics may provide a suitable method of convenience panel recruitment, generalizable to the broader North American community, for research examining video gaming behaviors and gaming disorder.