TY - JOUR
T1 - An intensive longitudinal dataset of in-game player behaviour and well-being in PowerWash Simulator
AU - Vuorre, M.
AU - Magnusson, K.
AU - Johannes, N.
AU - Butlin, J.
AU - Przybylski, A.K.
PY - 2023
Y1 - 2023
N2 - The potential impacts that video games might have on players’ well-being are under increased scrutiny but poorly understood empirically. Although extensively studied, a level of understanding required to address concerns and advise policy is lacking, at least partly because much of this science has relied on artificial settings and limited self-report data. We describe a large and detailed dataset that addresses these issues by pairing video game play behaviors and events with in-game well-being and motivation reports. 11,080 players (from 39 countries) of the first person PC game PowerWash Simulator volunteered for a research version of the game that logged their play across 10 in-game behaviors and events (e.g. task completion) and 21 variables (e.g. current position), and responses to 6 psychological survey instruments via in-game pop-ups. The data consists of 15,772,514 gameplay events, 726,316 survey item responses, and 21,202,667 additional gameplay status records, and spans 222 days. The data and codebook are publicly available with a permissive CC0 license.
AB - The potential impacts that video games might have on players’ well-being are under increased scrutiny but poorly understood empirically. Although extensively studied, a level of understanding required to address concerns and advise policy is lacking, at least partly because much of this science has relied on artificial settings and limited self-report data. We describe a large and detailed dataset that addresses these issues by pairing video game play behaviors and events with in-game well-being and motivation reports. 11,080 players (from 39 countries) of the first person PC game PowerWash Simulator volunteered for a research version of the game that logged their play across 10 in-game behaviors and events (e.g. task completion) and 21 variables (e.g. current position), and responses to 6 psychological survey instruments via in-game pop-ups. The data consists of 15,772,514 gameplay events, 726,316 survey item responses, and 21,202,667 additional gameplay status records, and spans 222 days. The data and codebook are publicly available with a permissive CC0 license.
UR - https://doi.org/10.1038/s41597-023-02530-3
U2 - 10.1038/s41597-023-02530-3
DO - 10.1038/s41597-023-02530-3
M3 - Article
SN - 2052-4463
VL - 10
JO - Scientific Data
JF - Scientific Data
M1 - 662
ER -