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Does Self-Selection Affect Samples’ Representativeness in Online Surveys? An Investigation in Online Video Game Research

BACKGROUND: The number of medical studies performed through online surveys has increased dramatically in recent years. Despite their numerous advantages (eg, sample size, facilitated access to individuals presenting stigmatizing issues), selection bias may exist in online surveys. However, evidence...

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Detalles Bibliográficos
Autores principales: Khazaal, Yasser, van Singer, Mathias, Chatton, Anne, Achab, Sophia, Zullino, Daniele, Rothen, Stephane, Khan, Riaz, Billieux, Joel, Thorens, Gabriel
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications Inc. 2014
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4115258/
https://www.ncbi.nlm.nih.gov/pubmed/25001007
http://dx.doi.org/10.2196/jmir.2759
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author Khazaal, Yasser
van Singer, Mathias
Chatton, Anne
Achab, Sophia
Zullino, Daniele
Rothen, Stephane
Khan, Riaz
Billieux, Joel
Thorens, Gabriel
author_facet Khazaal, Yasser
van Singer, Mathias
Chatton, Anne
Achab, Sophia
Zullino, Daniele
Rothen, Stephane
Khan, Riaz
Billieux, Joel
Thorens, Gabriel
author_sort Khazaal, Yasser
collection PubMed
description BACKGROUND: The number of medical studies performed through online surveys has increased dramatically in recent years. Despite their numerous advantages (eg, sample size, facilitated access to individuals presenting stigmatizing issues), selection bias may exist in online surveys. However, evidence on the representativeness of self-selected samples in online studies is patchy. OBJECTIVE: Our objective was to explore the representativeness of a self-selected sample of online gamers using online players’ virtual characters (avatars). METHODS: All avatars belonged to individuals playing World of Warcraft (WoW), currently the most widely used online game. Avatars’ characteristics were defined using various games’ scores, reported on the WoW’s official website, and two self-selected samples from previous studies were compared with a randomly selected sample of avatars. RESULTS: We used scores linked to 1240 avatars (762 from the self-selected samples and 478 from the random sample). The two self-selected samples of avatars had higher scores on most of the assessed variables (except for guild membership and exploration). Furthermore, some guilds were overrepresented in the self-selected samples. CONCLUSIONS: Our results suggest that more proficient players or players more involved in the game may be more likely to participate in online surveys. Caution is needed in the interpretation of studies based on online surveys that used a self-selection recruitment procedure. Epidemiological evidence on the reduced representativeness of sample of online surveys is warranted.
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spelling pubmed-41152582014-07-30 Does Self-Selection Affect Samples’ Representativeness in Online Surveys? An Investigation in Online Video Game Research Khazaal, Yasser van Singer, Mathias Chatton, Anne Achab, Sophia Zullino, Daniele Rothen, Stephane Khan, Riaz Billieux, Joel Thorens, Gabriel J Med Internet Res Original Paper BACKGROUND: The number of medical studies performed through online surveys has increased dramatically in recent years. Despite their numerous advantages (eg, sample size, facilitated access to individuals presenting stigmatizing issues), selection bias may exist in online surveys. However, evidence on the representativeness of self-selected samples in online studies is patchy. OBJECTIVE: Our objective was to explore the representativeness of a self-selected sample of online gamers using online players’ virtual characters (avatars). METHODS: All avatars belonged to individuals playing World of Warcraft (WoW), currently the most widely used online game. Avatars’ characteristics were defined using various games’ scores, reported on the WoW’s official website, and two self-selected samples from previous studies were compared with a randomly selected sample of avatars. RESULTS: We used scores linked to 1240 avatars (762 from the self-selected samples and 478 from the random sample). The two self-selected samples of avatars had higher scores on most of the assessed variables (except for guild membership and exploration). Furthermore, some guilds were overrepresented in the self-selected samples. CONCLUSIONS: Our results suggest that more proficient players or players more involved in the game may be more likely to participate in online surveys. Caution is needed in the interpretation of studies based on online surveys that used a self-selection recruitment procedure. Epidemiological evidence on the reduced representativeness of sample of online surveys is warranted. JMIR Publications Inc. 2014-07-07 /pmc/articles/PMC4115258/ /pubmed/25001007 http://dx.doi.org/10.2196/jmir.2759 Text en ©Yasser Khazaal, Mathias van Singer, Anne Chatton, Sophia Achab, Daniele Zullino, Stephane Rothen, Riaz Khan, Joel Billieux, Gabriel Thorens. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 07.07.2014. http://creativecommons.org/licenses/by/2.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on http://www.jmir.org/, as well as this copyright and license information must be included.
spellingShingle Original Paper
Khazaal, Yasser
van Singer, Mathias
Chatton, Anne
Achab, Sophia
Zullino, Daniele
Rothen, Stephane
Khan, Riaz
Billieux, Joel
Thorens, Gabriel
Does Self-Selection Affect Samples’ Representativeness in Online Surveys? An Investigation in Online Video Game Research
title Does Self-Selection Affect Samples’ Representativeness in Online Surveys? An Investigation in Online Video Game Research
title_full Does Self-Selection Affect Samples’ Representativeness in Online Surveys? An Investigation in Online Video Game Research
title_fullStr Does Self-Selection Affect Samples’ Representativeness in Online Surveys? An Investigation in Online Video Game Research
title_full_unstemmed Does Self-Selection Affect Samples’ Representativeness in Online Surveys? An Investigation in Online Video Game Research
title_short Does Self-Selection Affect Samples’ Representativeness in Online Surveys? An Investigation in Online Video Game Research
title_sort does self-selection affect samples’ representativeness in online surveys? an investigation in online video game research
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4115258/
https://www.ncbi.nlm.nih.gov/pubmed/25001007
http://dx.doi.org/10.2196/jmir.2759
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