Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Challenges and Opportunities of Field-based Data Collection with a Game. Analysis of the Development and use of a Game to Collect Data on People’s Emotional Experience in their Environment
Bulletin of Sociological Methodology/Bulletin de Méthodologie Sociologique Pub Date : 2020-10-29 , DOI: 10.1177/0759106320960885
Elisabeth Henriet 1 , Nathalie Burnay 2 , Joséphine Dalimier 1 , Jaycel Hurley 3 , Sabine Henry 4
Affiliation  

The authors developed and used a game (Tigo-Tigo) to collect data on people’s emotional experience in their environment in an area hit by a typhoon (Philippines). With the aim of encouraging the use of games for data collection in the field, they provide an in-depth analysis of all phases of the process, from the game development to the experience of the game sessions and the quality of the data produced. Designing a data collection game is creating an immersive experience that get people to share information with the researcher. However challenging to develop as it has to meet both data gathering and game requirements, Tigo-Tigo successfully produced complex data and a positive experience. By following its simple rules, the respondents were led to formulate and share both quantitative (emotion levels) and qualitative (explanations for emotion-environment associations) data. Moreover, the game was motivating and changed the status of participation, as the researchers played with the respondents in an inversed power setting. Finally, its particular interactional structure also improved the quality of the data produced by reducing expectation as well as cultural and translation barriers encountered in the field.



中文翻译:

基于游戏的现场数据收集的挑战与机遇。分析游戏开发和使用以收集人们在环境中的情感体验的数据

作者开发并使用了一个游戏(Tigo-Tigo)来收集有关受台风袭击的地区(菲律宾)中人们在环境中的情感体验的数据。为了鼓励在现场使用游戏进行数据收集,他们对过程的各个阶段进行了深入的分析,从游戏开发到游戏体验以及所产生数据的质量。设计数据收集游戏正在创造一种身临其境的体验,使人们能够与研究人员共享信息。Tigo-Tigo既要满足数据收集和游戏要求,又要面对开发挑战,成功产生了复杂的数据并获得了积极的经验。通过遵循简单的规则,受访者可以制定和共享定量(情感水平)和定性(情感与环境关联的解释)数据。此外,由于研究人员在反向能力设置中与受访者一起玩,因此游戏激励并改变了参与状态。最后,其特殊的交互结构还通过降低期望值以及该领域遇到的文化和翻译障碍,提高了所生成数据的质量。

更新日期:2020-10-29
down
wechat
bug