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Using a collaborative zine to co-produce knowledge about location-based virtual reality experiences
Qualitative Research Journal ( IF 0.8 ) Pub Date : 2021-07-01 , DOI: 10.1108/qrj-02-2021-0021
Richard Nash 1 , Dylan Yamada-Rice 2 , Eleanor Dare 3 , Steve Love 4 , Angus Main 3 , John Potter 5 , Deborah Rodrigues 6
Affiliation  

Purpose

The purpose of this paper is to focus on a designed research methodology to distil existing research findings from an esrc/ahrc funded japan/uk network on location-based virtual reality experiences for children in order to generate new knowledge.

Design/methodology/approach

The structured co-production methodology was undertaken in three stages. These were: (1) a collaborative workshop which produced a series of collage narratives, (2) collaborating with a non-human entity in the form of a digital coded tool to reconfigure the workshop responses and mediate the hierarchy of roles, (3) the co-production of a zine as a collaborative reflection method, which shared via postal service enabled a dialogue and exchange of round Robin interventions by the network members.

Findings

The analysis of the data collected in this study highlighted five themes that could be used by other researchers on a wide range of projects. These were: (1) knowing through making, (2) the importance of process, (3) beyond linear representations, (4) agency of physical materials and (5) agency of digital code.

Research limitations/implications

The context of the study being undertaken during the first phase of the global pandemic, revealed insight into a method of co-production that was undertaken under emergency remote working conditions. The knowledge generated from this can be applied to other research contexts such as working with researchers or participants across global borders without the need to travel.

Originality/value

The research provides an innovative rethinking of co-production methods in order to generate new knowledge from multidisciplinary and multimodal research.



中文翻译:

使用协作杂志共同制作有关基于位置的虚拟现实体验的知识

目的

本文的目的是专注于一种设计的研究方法,从 esrc/ahrc 资助的日本/英国网络中提炼现有的研究成果,为儿童提供基于位置的虚拟现实体验,以产生新的知识。

设计/方法/方法

结构化的联合制作方法分三个阶段进行。它们是:(1) 一个协作研讨会,产生了一系列拼贴叙事,(2) 以数字编码工具的形式与非人类实体合作,以重新配置研讨会响应并调解角色层次结构,(3)共同制作一本杂志作为一种协作反思方法,通过邮政服务共享,使网络成员能够对话和交流循环干预。

发现

对本研究中收集的数据的分析突出了五个主题,其他研究人员可以在广泛的项目中使用这些主题。它们是:(1)通过制作了解,(2)过程的重要性,(3)超越线性表示,(4)物理材料的代理和(5)数字代码的代理。

研究限制/影响

在全球大流行的第一阶段进行的研究的背景揭示了对在紧急远程工作条件下进行的联合生产方法的洞察。由此产生的知识可以应用于其他研究环境,例如与研究人员或参与者在全球范围内合作,而无需旅行。

原创性/价值

该研究对联合生产方法进行了创新性的重新思考,以便从多学科和多模式研究中产生新知识。

更新日期:2021-07-01
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