Benefits of gaming research and survey

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1Juelz

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#1 1Juelz
Member since 2013 • 25 Posts

Hello everyone! I would like to learn about how gamers benefit from playing in other ways than just having fun. My hypothesis is that games can educate players and provide therapeutic effects; which I would like to prove with my research, and also determine the percentage of gamers that experienced such benefits.

I created a short anonymous survey, and I would be very grateful if you could help me with my work. I am a fourth year design student, and the data will help me with my biggest, most important project this year. Here is a link to my survey.

http://www.surveygizmo.com/s3/1442637/Benefits-of-video-games-anonymous

Thank you very much, if you will complete it. If not, thanks anyway for taking your time to read this.

I am also willing to share the statistics of the results with you, once the survey is complete.

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Just_Tom__

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#2 Just_Tom__
Member since 2013 • 25 Posts

Taken the survey.

You might like to look over this too:

http://www.gamespot.com/forums/games-discussion-1000000/playing-with-education-video-games-in-schools-30913266/#2

Using Video Games in schools will happen a lot more over the next decade I believe, as a way of making learning fun :)

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loafofgame

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#3 loafofgame
Member since 2013 • 1742 Posts

Also taken the survey. I have no idea how all this online survey stuff works, but it appears that after filling in the survey, I can potentially fill it in again. I'm not sure if that's a problem (since it might potentially lead to the same person filling in the survey multiple times and that potential alone could hurt the credibility of your research).

Also, I don't want to be a whiner, but some questions weren't entirely clear (to me, that is, so maybe it's just me). It wasn't clear whether the answer to question 17 had to be related to question 4. I've been playing games since my early childhood, but dedicated gaming only started from around the age of 18. Which should be the answer? And asking for the amount of hours spent on a currently played game in question 6 is a bit vague. First, what is currently? Second, the amount of hours during what period?

And I also have my doubts about the lack of distinction between watching game streams and watching e-sports in question 8. In my experience these are two completely different things. I watch a lot of streams, but I'm not interested in the competitive part of games, so I don't watch e-sports at all. In the context of your research it seems valuable to separate the two, since you're looking for other ways gamers benefit from playing games and e-sports are a perfect example of games being more than fun (and people watching e-sports might therefore also be interested in other things than having fun).

Anyway, not saying these things are done wrong, because I'm not a survey expert. Just pointing out some things I found notable. Research on video games is always welcome (other than the old games and violent behaviour research). Let us know about the results. :-)