fredag 9 oktober 2015

Pre Theme 6

Public Displays of Play: Studying Online Games in Physical Settings
Nicholas Taylor, Jennifer Jenson, Suzanne de Castell, Barry Dilouya
http://onlinelibrary.wiley.com/enhanced/doi/10.1111/jcc4.12054

This paper studies gamers in a physical setting rather than online surveys that can be seen as the norm. The authors themselve state that they want to challenge these quantitative methods that are normally used because context play a big role in how gamers will identify with the identity as a gamer and games,

1) Which qualitative method or methods are used in the paper? Which are the benefits and limitations of using these methods?

The participants in the study were interviewed at locations associated with gaming in a social setting like LAN-parties, internet cafes and events. What was discovered was that many of the participants that answered that they don't take part in a virtual world was in fact MMOG players that might just be on a hiatus from or in between games, but still had a strong connection to virtual world avatars. This is something that wouldn't be seen if the study was conducted purely quantitatively.

The downside of this method can be seen when the researchers tried to recruit participants at internet cafes, where the setting was uninviting for intrusion, and on top of this I imagine it being harder for a participant to express him or herself as freely as one can in an anonimous online survey.

Some participants also agreed to make a travelogue where they answered questions regarding online/offline activities to see if their adventures in MMOGs affect their behavior in real life.

2) What did you learn about qualitative methods from reading the paper?

What I take away from this paper is not knowledge about a qualitative method I didn't know existed before, but rather once again emphasize the importance of using qualitative methods to understand your sample, especially if you want to conduct data gathering through quantitative means. Other papers I have read on the subject ignores this, and one could question the validity of those results and conclusions when considering how the research was performed. Conclusions can surely be drawn from the data, but do we truly understand why?


Building Theories from Case Study Research
Eisenhardt, K. M.

Methods for Game User Research: Studying Player Behavior to Enhance Game Design
Desurvire, H., El-Nasr, M.S.

1) Briefly explain to a first year university student what a case study is.
A case study is research performed on a person, organisation, service etc. and its context. The methods used could be of both quantitative and qualitative nature, and using knowledge gained during the research to improve methods or research questions is encouraged, in fact you are not supposed to formulate your hypotheses until after you have some form of data to analyze. This will go on in an iterative process until a theoretical saturation is met or you run out of resources in the form of time or funds. The goal is to answer the research question and make some sort of framework answer that could be generalized to similar problems.

2) Use the "Process of Building Theory from Case Study Research" (Eisenhardt, summarized in Table 1) to analyze the strengths and weaknesses of your selected paper.
The main problem I had with my paper was the fact that a lot of details about the process was left out, presumably due to an NDA enforced by the game developing company the study was performed on. They do however set out with a goal in mind to look at the game design process and apply different usability testing methods to improve user experience.

With the help of qualitative methods like think-aloud and quantitative data from questionnaires surveying user satisfaction the game designers were able to solve many of their problems by developing a tutorial in a way that learned the user how to play the game properly without making them lose interest in the game before it started for real. Unfortunately the specifics were not mentioned but it seems like it was successful and the paper seems to focus on giving other developers a framework on how to perform user testing themselves.

What I felt was lacking was the exploration or at least description of potential problems that could occur when following the recipe suggested in the paper. Surely there are advantages and disadvantages with all methods and not giving these enough consideration at least in writing is a minus in my opinion.



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