| Literature DB >> 25001007 |
Yasser Khazaal1, Mathias van Singer, Anne Chatton, Sophia Achab, Daniele Zullino, Stephane Rothen, Riaz Khan, Joel Billieux, Gabriel Thorens.
Abstract
BACKGROUND: The number of medical studies performed through online surveys has increased dramatically in recent years. Despite their numerous advantages (eg, sample size, facilitated access to individuals presenting stigmatizing issues), selection bias may exist in online surveys. However, evidence on the representativeness of self-selected samples in online studies is patchy.Entities:
Keywords: Internet; World of Warcraft; bias; massively multiplayer online role-playing; online survey; random sample; self-selection
Mesh:
Year: 2014 PMID: 25001007 PMCID: PMC4115258 DOI: 10.2196/jmir.2759
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Figure 1Example from the Armory.
Comparison of mean values between three samples: self-selected sample 1 (n=663), self-selected sample 2 (n=99), and random sample (n=478) by one-way ANOVA performed on the transformed variables.
| WoW characteristics | Variables successively presented in their original and transformed values | Self-selected sample 1, mean (SD) | Self-selected sample 2, mean (SD) | Random sample, mean (SD) |
|
| Dungeons and raids | Original mean proportion | 0.40 (0.20) | 0.42 (0.24) | 0.28 (0.18) |
|
| Arcsine-transformed value | 1.36 (0.44) | 1.38 (0.54) | 1.07 (0.43) | <.001 | |
| Word events | Original mean proportion | 0.40 (0.33) | 0.43 (0.34) | 0.21 (0.25) |
|
| Arcsine-transformed value | 1.34 (0.81) | 1.38 (0.83) | 0.85 (0.61) | <.001 | |
| Exploration | Original mean proportion | 0.62 (0.35) | 0.76 (0.26) | 0.64 (0.27) |
|
| Arcsine-transformed value | 1.91 (0.85) | 2.23 (0.66) | 1.91 (0.67) | <.001 | |
| General | Original mean proportion | 0.60 (0.18) | 0.60 (0.18) | 0.48 (0.15) |
|
| Arcsine-transformed value | 1.81 (0.44) | 1.81 (0.44) | 1.54 (0.32) | <.001 | |
| Player versus player | Original mean proportion | 0.35 (0.19) | 0.27 (0.18) | 0.20 (0.14) |
|
| Arcsine-transformed value | 1.24 (0.42) | 1.04 (0.44) | 0.88 (0.37) | <.001 | |
| Profession | Original mean proportion | 0.48 (0.29) | 0.42 (0.28) | 0.27 (0.23) |
|
| Arcsine-transformed value | 1.54 (0.67) | 1.40 (0.68) | 1.02 (0.56) | <.001 | |
| Quests | Original mean proportion | 0.50 (0.25) | 0.40 (0.27) | 0.26 (0.19) |
|
| Arcsine-transformed value | 1.61 (0.61) | 1.38 (0.69) | 1.04 (0.43) | <.001 | |
| Reputation | Original mean proportion | 0.35 (0.25) | 0.39 (0.30) | 0.23 (0.22) |
|
| Arcsine-transformed value | 1.24 (0.60) | 1.33 (0.75) | 0.94 (0.57) | <.001 | |
| Total completed | Original mean proportion | 0.43 (0.19) | 0.54 (0.27) | 0.37 (0.21) |
|
| Arcsine-transformed value | 1.42 (0.42) | 1.73 (0.70) | 1.31 (0.50) | <.001 | |
| Involvement in guilds | Original mean proportion | 0.87 (0.34) | 0.86 (0.35) | 0.88 (0.32) |
|
| Arcsine-transformed value | 2.73 (1.06) | 2.70 (1.10) | 2.77 (1.01) | .7 |
Comparison of mean values between the merged self-selected sample (n=762) and the random sample (n=478) by t test performed on the transformed variables.
| WoW characteristics | Variables are successively presented in their original and transformed values | All self-selected sample players, mean (SD) | Random sample, mean (SD) | Mean difference (99.5% CI) |
|
| Dungeons and raids | Original mean proportion | 0.40 (0.20) | 0.28 (0.18) |
|
|
| Arcsine-transformed value | 1.36 (0.45) | 1.07 (0.43) | 0.29 (0.22-0.36) | <.001 | |
| Word events | Original mean proportion | 0.40 (0.33) | 0.21 (0.25) |
|
|
| Arcsine-transformed value | 1.34 (0.81) | 0.85 (0.61) | 0.49 (0.38-0.60) | <.001 | |
| Exploration | Original mean proportion | 0.64 (0.34) | 0.64 (0.27) |
|
|
| Arcsine-transformed value | 1.95 (0.83) | 1.91 (0.67) | 0.05 (-0.08 to 0.17) | .3 | |
| General | Original mean proportion | 0.60 (0.18) | 0.48 (0.15) |
|
|
| Arcsine-transformed value | 1.81 (0.44) | 1.54 (0.32) | 0.27 (0.21-0.33) | <.001 | |
| Player versus player | Original mean proportion | 0.34 (0.19) | 0.20 (0.14) |
|
|
| Arcsine-transformed value | 1.21 (0.43) | 0.88 (0.37) | 0.33 (0.26-0.39) | <.001 | |
| Profession | Original mean proportion | 0.48 (0.29) | 0.27 (0.23) |
|
|
| Arcsine-transformed value | 1.52 (0.67) | 1.02 (0.56) | 0.50 (0.40-0.60) | <.001 | |
| Quests | Original mean proportion | 0.49 (0.25) | 0.26 (0.19) |
|
|
|
| Arcsine-transformed value | 1.58 (0.62) | 1.04 (0.43) | 0.55 (0.46-0.63) | <.001 |
| Reputation | Original mean proportion | 0.36 (0.26) | 0.23 (0.22) |
|
|
| Arcsine-transformed value | 1.26 (0.63) | 0.93 (0.57) | 0.32 (0.23-0.42) | <.001 | |
| Total completed | Original mean proportion | 0.44 (0.21) | 0.37 (0.21) |
|
|
| Arcsine-transformed value | 1.46 (0.48 | 1.31 (0.50) | 0.15 (0.07-0.22) | <.001 | |
| Involvement in guilds | Original mean proportion | 0.87 (0.34) | 0.88 (0.32) |
|
|
| Arcsine-transformed value | 2.73 (1.06) | 2.77 (1.01) | -0.04 (-0.21 to 0.12) | .5 |
Observed (expected) number of avatars per guild: random sample (n=421) and self-selected samples (n=662).
| Number of avatars per guild | Random samplea | All self-selected sample | χ2 2 |
|
| 1 | 363 (345.0) | 393 (411.0) |
|
|
| 2 | 29b (35.6) | 49 (42.4) |
|
|
| 3-11 | 0 (11.9) | 26 (14.1) | 25.8 | <.001 |
aNumber of avatars with a guild affiliation.
b29 guilds with 2 avatars per guild.
Comparison of Internet surveys, online game surveys, and studies on avatars.
|
| Internet survey | Survey on online gamers | Study on avatars from a self-selected sample | Study on avatars from a random sample |
| Included | Internet users | On-line game users | Fictive character (video game players’ avatar) linked to a given user who self-selected for study participation (as in the two self-selected samples of our study) | Video game players’ avatar selected randomly from a database including all characters (like the random sample of our study) |
| Active participation in the survey | Mandatory for study participation | Mandatory for study participation | The characteristics of a given avatar are drawn from the Web. Active participation is linked to the fact that the user decided to disclose their avatar’s information for the study. | No possible active participation to a survey. The characteristics of a given avatar are drawn from the Web (like the achievements characteristics of the random sample). |
| Possible data obtained | Data on the participant (human) Internet user profile (eg, psychological measures, reported Internet use) | Data on the participant (human) Internet-game user (eg, psychological measures, reported Internet use) | Data automatically collected related to the avatars (eg, achievements) or data chosen by the player (eg, avatar name, gender, guild affiliation) like in our study for the self-selected samples. It remains possible to link the characteristics of the avatar with the user who self-selected him or herself (not available in our study). | Data automatically collected related to the avatars (eg, achievements) or data chosen by the player (eg guild affiliation) like in our study for the random sample. |
| Self-selection bias | Possible self-selection bias. The participant (human) is or is not informed about the survey and decides to or not to participate and to complete the survey. | Possible self-selection bias. The participant (human) is or is not informed about the survey and decides to or not to participate and to complete the survey. | The human user decided to include their avatar in a study (self-selection bias, like for the 2 self-selected samples of our study) | The avatar is selected randomly from a database (like for the random sample of our study). |