A3 Vertaisarvioitu kirjan tai muun kokoomateoksen osa
Survey esports research methodology
Tekijät: Macey Joseph; Hamari, Juho
Toimittaja: Seth E. Jenny, Nicolas Besombes, Tom Brock, Amanda C. Cote, Tobias M. Scholz
Painos: 1st Edition
Kustantaja: Taylor and Francis
Julkaisuvuosi: 2024
Kokoomateoksen nimi: Routledge Handbook of Esports
Tietokannassa oleva lehden nimi: Routledge Handbook of Esports
ISBN: 978-1-032-53150-2
eISBN: 978-1-003-41059-1
DOI: https://doi.org/10.4324/9781003410591-15
Verkko-osoite: https://www.taylorfrancis.com/chapters/edit/10.4324/9781003410591-15/survey-esports-research-methodology-joseph-macey-juho-hamari
Tiivistelmä
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.
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.