4 datasets found
  1. o

    Video game players and their environmental perception and behaviors

    • osf.io
    Updated Apr 1, 2022
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    Manh-Toan Ho; Minh-Hoang Nguyen; Viet-Phuong La; Thanh-Hang Pham; Quan-Hoang Vuong (2022). Video game players and their environmental perception and behaviors [Dataset]. http://doi.org/10.17605/OSF.IO/P8U9C
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    Dataset updated
    Apr 1, 2022
    Dataset provided by
    Center For Open Science
    Authors
    Manh-Toan Ho; Minh-Hoang Nguyen; Viet-Phuong La; Thanh-Hang Pham; Quan-Hoang Vuong
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    Video gaming has been rising rapidly to become one of the primary entertainment media, especially during the COVID-19 pandemic. Playing video games has been reported to associate with many psychological and behavioral traits. However, little is known about the connections between game players' behaviors in the virtual environment and environmental perceptions. Thus, the current data set offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing: New Horizons (ACNH) game players from 29 countries around the globe. The data set consists of six major categories: 1) socio-demographic profile, 2) COVID-19 concern, 3) environmental perception, 4) game-playing habit, 5) in-game behavior, and 6) game-playing feeling. By making this data set open, we aim to provide policymakers, game producers, and researchers with valuable resources for understanding the interactions between behaviors in the virtual world and environmental perceptions, which could help produce video games in compliance with the United Nations (UN) Sustainable Development Goals.

    See more: https://doi.org/10.1162/dint_a_00111

    Other repository: Quan-Hoang Vuong; Manh-Toan Ho; Viet-Phuong La; Tam-Tri Le; Thanh Huyen T. Nguyen; Minh-Hoang Nguyen. A multinational dataset of game players’ behaviors in a virtual world and environmental perceptions(V1). 2021. Science Data Bank. 2021-10-09. cstr:31253.11.sciencedb.j00104.00098; https://datapid.cn/31253.11.sciencedb.j00104.00098

  2. Global gaming penetration Q3 2024, by age and gender

    • statista.com
    Updated Feb 18, 2025
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    Statista (2025). Global gaming penetration Q3 2024, by age and gender [Dataset]. https://www.statista.com/statistics/326420/console-gamers-gender/
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    Dataset updated
    Feb 18, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    A survey conducted in the third quarter of 2024 found that over 92 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 93 percent of male respondents in the same age group stated that they played video games. Worldwide, over 83 percent of internet users were gamers.

  3. Osu! Standard Rankings (2021)

    • kaggle.com
    Updated May 29, 2021
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    Germán Heim (2021). Osu! Standard Rankings (2021) [Dataset]. https://www.kaggle.com/germnheim/osu-standard-rankings-2021/code
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    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    May 29, 2021
    Dataset provided by
    Kagglehttp://kaggle.com/
    Authors
    Germán Heim
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    About the game

    osu! is a music rhythm game that has 4 modes (check this link for more info). In this dataset, you can examine the rankings of the standard mode, taken on 05/28/2021 around 9 PM EST. The ranking is based on the performance points (abbreviated as PP) that are awarded after every play, which are influenced by play accuracy, score, and the number of misses; PPs are then summed with weights: your top play will award you the whole PPs of the map, then the percentage is decreased (this can maintain a balance between strong players and players who play too much).

    Content

    The dataset contains some columns (see below) reporting statistics for every player in the top 250 of the game in the standard mode. The ranking is ordered by Performance Points. This set contains the following information of each player: * Rank; * Username; * Accuracy (%); * Play count; * Performance (PPs); * Number of SS plays; * Number of S plays; * Number of A plays;

    Acknowledgement

    The inspiration came from seeing this data set: Osu! Standard Rankings, which is a little bit outdated (the last update was made 4 years ago). I created this dataset on my own, so if you find something wrong please report it. The data is public and accessible on this link. Unfortunately, I am new to data scraping and I didn't know how to actually extract the country rank, country of the player, or their hours.

  4. H

    Empathetic Characters in Digital Games

    • dataverse.harvard.edu
    Updated Jul 31, 2024
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    Tânia Ribeiro; Ana Isabel Veloso; Brinson Peter (2024). Empathetic Characters in Digital Games [Dataset]. http://doi.org/10.7910/DVN/I6BKQP
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    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Jul 31, 2024
    Dataset provided by
    Harvard Dataverse
    Authors
    Tânia Ribeiro; Ana Isabel Veloso; Brinson Peter
    License

    Attribution-NonCommercial 4.0 (CC BY-NC 4.0)https://creativecommons.org/licenses/by-nc/4.0/
    License information was derived automatically

    Dataset funded by
    DigiMedia Research Center
    Foundation for Science and Technology (Fundação para a Ciência e Tecnologia)
    Description

    This database reflects survey data designed to ascertain the presence of Empathetic Playable Characters in Video Games, allowing answering the following research questions: Which psychosocial characteristics can define a gamer? Can a gamer have an empathic connection with a character? Who are the most emphatic Characters in Digital Games? The collected data outlines: 1. Sample characterization: Age group; Gender Identity; Education level; Country; Ethnic group(s); Income; Political tendencies; Religious Tendencies; 2. Sample gaming consumption: hours played per week; life period more active in gaming; play platform; Typology player (based on "Hearts, clubs, diamonds, spades: Players who suit MUDs" from Richard Bartle); Games Genre. 3. Sample Empathy assessment Interpersonal Reactivity response: Implementation of the Interpersonal Reactivity Index Scale from Mark H. Davis. 4. Sample Personality Assessment: BFI-2-S (from Christopher J. Soto and Oliver P. John). 5. Assessing Empathy in Digital Games: adaptation of the Interpersonal Reactivity Index to digital games reality.

  5. Not seeing a result you expected?
    Learn how you can add new datasets to our index.

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Click to copy link
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Manh-Toan Ho; Minh-Hoang Nguyen; Viet-Phuong La; Thanh-Hang Pham; Quan-Hoang Vuong (2022). Video game players and their environmental perception and behaviors [Dataset]. http://doi.org/10.17605/OSF.IO/P8U9C

Video game players and their environmental perception and behaviors

Explore at:
3 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Apr 1, 2022
Dataset provided by
Center For Open Science
Authors
Manh-Toan Ho; Minh-Hoang Nguyen; Viet-Phuong La; Thanh-Hang Pham; Quan-Hoang Vuong
License

Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically

Description

Video gaming has been rising rapidly to become one of the primary entertainment media, especially during the COVID-19 pandemic. Playing video games has been reported to associate with many psychological and behavioral traits. However, little is known about the connections between game players' behaviors in the virtual environment and environmental perceptions. Thus, the current data set offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing: New Horizons (ACNH) game players from 29 countries around the globe. The data set consists of six major categories: 1) socio-demographic profile, 2) COVID-19 concern, 3) environmental perception, 4) game-playing habit, 5) in-game behavior, and 6) game-playing feeling. By making this data set open, we aim to provide policymakers, game producers, and researchers with valuable resources for understanding the interactions between behaviors in the virtual world and environmental perceptions, which could help produce video games in compliance with the United Nations (UN) Sustainable Development Goals.

See more: https://doi.org/10.1162/dint_a_00111

Other repository: Quan-Hoang Vuong; Manh-Toan Ho; Viet-Phuong La; Tam-Tri Le; Thanh Huyen T. Nguyen; Minh-Hoang Nguyen. A multinational dataset of game players’ behaviors in a virtual world and environmental perceptions(V1). 2021. Science Data Bank. 2021-10-09. cstr:31253.11.sciencedb.j00104.00098; https://datapid.cn/31253.11.sciencedb.j00104.00098

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