A3 Refereed book chapter or chapter in a compilation book

Survey esports research methodology




AuthorsMacey Joseph; Hamari, Juho

EditorsSeth E. Jenny, Nicolas Besombes, Tom Brock, Amanda C. Cote, Tobias M. Scholz

Edition1st Edition

PublisherTaylor and Francis

Publication year2024

Book title Routledge Handbook of Esports

Journal name in sourceRoutledge Handbook of Esports

ISBN978-1-032-53150-2

eISBN978-1-003-41059-1

DOIhttps://doi.org/10.4324/9781003410591-15

Web address https://www.taylorfrancis.com/chapters/edit/10.4324/9781003410591-15/survey-esports-research-methodology-joseph-macey-juho-hamari


Abstract
Surveys are used across a wide range of contexts and areas of interest. They are commonly seen as being a cost-effective tool for gathering data, particularly in cases of large or diverse populations who may otherwise be hard to reach. The characterization of esports-engaged individuals as young and digitally aware means that online surveys, in particular, have formed the basis of many esports research studies. This chapter provides an overview of surveys as tools for collecting data, with specific reference to the ways in which they can be employed in esports-related research. Furthermore, the varying implementation options for administering surveys and how each approach can be used to address different research questions is also highlighted, while also offering practical advice on how esports survey research should be planned and conducted. Key highlights include: (1) advantages and disadvantages of using surveys as a research tool, with examples specifically related to the field of esports are discussed, (2) how surveys can be used to address different types of research (i.e., exploratory, descriptive, and causal) is examined, and (3) practical recommendations related to conducting esports survey research are offered, including issues relating to survey design, participant recruitment, and data analysis.



Last updated on 2025-17-02 at 12:45