Challenges and Opportunities of Field-based Data Collection with a Game. Analysis of the Development and use of a Game to Collect Data on People’s Emotional Experience in their Environment

E. Henriet, Nathalie Burnay, Joséphine Dalimier, Jaycel Hurley, S. Henry
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引用次数: 3

Abstract

The authors developed and used a game (Tigo-Tigo) to collect data on people’s emotional experience in their environment in an area hit by a typhoon (Philippines). With the aim of encouraging the use of games for data collection in the field, they provide an in-depth analysis of all phases of the process, from the game development to the experience of the game sessions and the quality of the data produced. Designing a data collection game is creating an immersive experience that get people to share information with the researcher. However challenging to develop as it has to meet both data gathering and game requirements, Tigo-Tigo successfully produced complex data and a positive experience. By following its simple rules, the respondents were led to formulate and share both quantitative (emotion levels) and qualitative (explanations for emotion-environment associations) data. Moreover, the game was motivating and changed the status of participation, as the researchers played with the respondents in an inversed power setting. Finally, its particular interactional structure also improved the quality of the data produced by reducing expectation as well as cultural and translation barriers encountered in the field.
基于游戏的现场数据收集的挑战和机遇。分析游戏的开发和使用,以收集人们在其环境中的情感体验数据
作者开发并使用了一个游戏(Tigo-Tigo)来收集受台风袭击地区(菲律宾)人们在其环境中的情感体验数据。为了鼓励在该领域使用游戏进行数据收集,他们提供了从游戏开发到游戏会话体验以及所产生数据质量的过程的所有阶段的深入分析。设计一款数据收集游戏就是创造一种沉浸式体验,让人们与研究人员分享信息。尽管它的开发具有挑战性,因为它必须同时满足数据收集和游戏要求,但Tigo-Tigo成功地制作了复杂的数据和积极的体验。通过遵循其简单的规则,受访者被引导制定和分享定量(情绪水平)和定性(情绪-环境关联的解释)数据。此外,由于研究人员在反向权力设置中与受访者进行游戏,该游戏具有激励性并改变了参与状态。最后,其特殊的交互结构也通过减少期望以及在该领域遇到的文化和翻译障碍提高了所产生数据的质量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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