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An intensive longitudinal dataset of in-game player behaviour and well-being in PowerWash Simulator

The potential impacts that video games might have on players’ well-being are under increased scrutiny but poorly understood empirically. Although extensively studied, a level of understanding required to address concerns and advise policy is lacking, at least partly because much of this science has...

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Detalles Bibliográficos
Autores principales: Vuorre, Matti, Magnusson, Kristoffer, Johannes, Niklas, Butlin, James, Przybylski, Andrew K.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Nature Publishing Group UK 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10499864/
https://www.ncbi.nlm.nih.gov/pubmed/37704660
http://dx.doi.org/10.1038/s41597-023-02530-3
Descripción
Sumario:The potential impacts that video games might have on players’ well-being are under increased scrutiny but poorly understood empirically. Although extensively studied, a level of understanding required to address concerns and advise policy is lacking, at least partly because much of this science has relied on artificial settings and limited self-report data. We describe a large and detailed dataset that addresses these issues by pairing video game play behaviors and events with in-game well-being and motivation reports. 11,080 players (from 39 countries) of the first person PC game PowerWash Simulator volunteered for a research version of the game that logged their play across 10 in-game behaviors and events (e.g. task completion) and 21 variables (e.g. current position), and responses to 6 psychological survey instruments via in-game pop-ups. The data consists of 15,772,514 gameplay events, 726,316 survey item responses, and 21,202,667 additional gameplay status records, and spans 222 days. The data and codebook are publicly available with a permissive CC0 license.