GESIS - DBK - ZA5246

ZA5246: GameStat - Longitudinal Data on the Use of Computer- und Video-Games in Germany 2011-2013

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  • ZA5246_fb.pdf (Questionnaire) 193 KBytes


  • ZA5246_cod.xls (Codebook) 294 KBytes
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Bibliographic Citation

Citation Citation Quandt, Thorsten; Festl, Ruth; Breuer, Johannes; Scharkow, Michael; Kowert, Rachel (2017): GameStat - Longitudinal Data on the Use of Computer- und Video-Games in Germany 2011-2013. GESIS Data Archive, Cologne. ZA5246 Data file Version 1.0.0,
Study No.ZA5246
TitleGameStat - Longitudinal Data on the Use of Computer- und Video-Games in Germany 2011-2013
Current Version1.0.0, 2017-6-19,
Date of Collection01.03.2011 - 25.04.2013
Principal Investigator/ Authoring Entity, Institution
  • Quandt, Thorsten - Westfälische Wilhelms-Universität Münster
  • Festl, Ruth - Westfälische Wilhelms-Universität Münster
  • Breuer, Johannes - Westfälische Wilhelms-Universität Münster
  • Scharkow, Michael - Westfälische Wilhelms-Universität Münster
  • Kowert, Rachel - Westfälische Wilhelms-Universität Münster


AbstractUse of Computer- und Video-Games. Personality. Topics: frequency and duration of playing on the computer or console (alone or together with other gamers); mobile gaming; genre preferences; importance of game attributes; favorite games (open); hardware; spending on average per month for gaming. Experience: number of years the respondent has been playing video or console games; self-rating of skills as a gamer (Beginner, Advanced, Expert); duration and frequency; gambling; motivation (psychological motivation: escapism, relaxation, enjoyment, narration, excitement, passing time, success, competence, roles, exploration); social motivation (interaction, teamplay, competition). Media use and spare time activities: number of hours watching TV and reading newspapers or magazines each day; number of hours of internet use for private and professional purposes; frequency of different spare time activities. Personality (agression, sociability, self-esteem, achievement orientation, competetiveness, conservatism, self-efficacy); social skills; identification as a gamer. Housing situation; currently school pupil or college/university student; school type; nationality; language; Real life satisfaction: satisfaction with work/school, college/university, leisure time, sleep, family life, current gaming perfomance); satisfation with life; personal spendable income; party preference (sunday question); success (professional/academic success, in-game success). Social capital: personal relationship (e.g. number of good friends); social integration (activities in social groups, clubs or other organisations); social capital gaming; friends and gaming. Game addiction (salience, tolerance, mood modification, withdrawal, conflict, addiction others). Cultivation: attitudes towards militarism, sexism and gender roles. Changes in life (family situation and professional life) since the last interview a year ago (only waves 2 and 3) Demography: age; sex; marital status; living together with a partner; occupational status; employment; education (highest academic degree); household size; number of persons in the household younger than 18 years; monthly household income; Additionally coded was: respondent-ID; West/East; genre and USK Altersfreigabe of the favorite games.
Categories Categories
  • Communication, Public Opinion, Media
  • Person, Personality, Role
  • Group
  • Leisure, tourism and sport
Old Topics Old Topics
  • 5.1 Leisure, tourism and sport
  • 12 Psychology
  • 13 Social stratification and groupings


Geographic Coverage
  • Germany (DE)
UniversePersons aged 14 or over who regularly play computer games (computer or games console), additionally as a comparison group non-players from 14 years
Sampling Procedure Sampling Procedure
Probability Sample: Stratified Sample: Disproportional
Mode of Collection Mode of Collection
Telephone interview: CATI (Computer Assisted Telephone Interview)
Data Collectorforsa Gesellschaft für Sozialforschung und statistische Analysen, Berlin
Date of Collection
  • 01.03.2011 - 25.04.2013 (Panel waves each at intervals of one year)

Errata & Versions

VersionDate, Name, DOI
1.0.0 (current version)2017-6-19 first archive edition
Errata in current version
Version changes

Further Remarks

Number of Units: 5084
Number of Variables: 708
Data Type: SPSS
Analysis System(s): SPSS, Stata


  • Domahidi, E., Breuer, J., Kowert, R., Festl, R., & Quandt, T. (2016). A longitudinal analysis of gaming- and non-gaming-related friendships and social support among social online game players. Media Psychology. Advance online publication. doi:10.1080/15213269.2016.1257393
  • Breuer, J., Kowert, R., Festl, R., & Quandt, T. (2015). Sexist games = sexist gamers? A longitudinal study on the relationship between video game use and sexist attitudes. Cyberpsychology, Behavior, and Social Networking, 18(4), 197-202. doi:10.1089/cyber.2014.0492
  • Breuer, J., Vogelgesang, J., Quandt, T., & Festl, R. (2015). Violent Video Games and Physical Aggression: Evidence for a Selection Effect Among Adolescents. Psychology of Popular Media Culture, 4(4), 305-328. doi:10.1037/ppm0000035
  • Kowert, R., Vogelgesang, J., Festl, R., & Quandt, T. (2015). Psychosocial causes and consequences of online video game play. Computers in Human Behavior, 45, 51-58. doi: 10.1016/j.chb.2014.11.074.
  • Scharkow, M., Festl, R., Vogelgesang, J., & Quandt, T. (2015). Beyond the "core-gamer": Genre preferences and gratifications in computer games. Computers in Human Behavior, 44, 293-298. doi: doi:10.1016/j.chb.2014.11.020.
  • Breuer, J., Festl, R., & Quandt, T. (2014). Aggression and preference for first-person shooter and action games: Data from a large-scale survey of German gamers aged 14 and above. Communication Research Reports, 31(2), 183-196. doi:10.1080/08824096.2014.907146.
  • Domahidi, E., Festl, R., & Quandt, T. (2014). To Dwell Among Gamers - Investigating The Relationship Between Social Online Game Use And Gaming-Related Friendships. Computers in Human Behavior, 35, 107-115. doi: 10.1016/j.chb.2014.02.023
  • Kowert, R., Domahidi, E., & Quandt, T. (2014). The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals. Cyberpsychology, Behavior, & Social Networking, 17, 447-453. doi:10.1089/cyber.2013.0656
  • Kowert, R., Festl, R., & Quandt, T. (2014). Unpopular, overweight, and socially inept: Re-considering the stereotype of online gamers. Cyberpsychology, Behavior, and Social Networking, 17(3), 141-146. doi: 10.1089/cyber.2013.0118.
Relevant full texts
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