Description |
1 online resource |
Series |
SAGE research methods. Cases |
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SAGE research methods. Cases
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Summary |
As part of a larger project addressing (the future of) identity management technologies, the author's wanted to survey public perceptions and use of such technologies. Keen to avoid or at least mitigate the effects of survey fatigue among our respondents, they decided to create a research game. In doing so, they would create for respondents a character and a mission and transform their research questions into game scenarios and challenges. This case study discusses the process involved and the ways that the principles of gamification can be adopted in relatively low-cost ways by researchers working with limited resources. Several matters for consideration and potential drawbacks are also identified and considered; as with any innovative approach, researchers must be reflexive, but they can be rewarded with rich data - and happy respondents |
Bibliography |
Includes bibliographical references |
Notes |
Online resource; title from home page (viewed on November 25, 2015) |
Subject |
Games -- Research -- Case studies.
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Identity (Psychology) -- Research -- Case studies.
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Social control -- Research -- Case studies.
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Genre/Form |
Case studies.
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Case studies.
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Form |
Electronic book
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Author |
Adamou, Betty, author
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Zoonen, Liesbet van, 1959- author
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ISBN |
147392524X (ebook) |
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9781473925243 (ebook) |
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