Research through gaming : public perceptions of (the future of) identity management /
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....
| Main Authors: | , , |
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| Format: | eBook |
| Language: | English |
| Published: |
[Los Angeles, California] :
SAGE,
2014.
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| Series: | SAGE research methods. Cases.
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| Subjects: | |
| Online Access: | Connect to the full text of this electronic book |
| 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. |
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| Physical Description: | 1 online resource |
| Bibliography: | Includes bibliographical references. |
| ISBN: | 9781473925243 147392524X |