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Book Cover
Author Turner, Georgina, author

Title Research through gaming : public perceptions of (the future of) identity management / Georgina Turner & Liesbet van Zoonen & Betty Adamou
Published [Los Angeles, California] : SAGE, 2014
Online access available from:
Sage Research Methods Cases    View Resource Record  


Description 1 online resource
Series SAGE research methods. Cases
SAGE research methods. Cases
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.
Identity (Psychology) -- Research -- Case studies.
Social control -- Research -- Case studies.
Genre/Form Case studies.
Case studies.
Form Electronic book
Author Adamou, Betty, author
Zoonen, Liesbet van, 1959- author
ISBN 147392524X (ebook)
9781473925243 (ebook)