Exploring Groupness—A Mixed Methods Imitation Game Inquiry

Otto Segersven, I. Arminen, Mika Simonen
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引用次数: 4

Abstract

This article describes the use of a mixed methods research approach to explore the dynamics of social group construction with Imitation Game experiments. More specifically, we analyzed in which ways, and how effectively, people draw boundaries in social interaction. That is, we studied ways in which people distinguish between group members and outsiders. Our study included a group of active Christians (n = 20) and non-religious individuals (n = 19) in Finland. We conceptualized the Imitation Game as a mixed data collection instrument because it combines both qualitative and quantitative data in an integrated manner. As part of our analysis, we introduce an indicator called the Sequential Identification Ratio (SIR), which is an indicator of how accurately participants draw boundaries in the Imitation Game. The results based on the SIR indicate that group boundaries are established with 4 different strategies: experiential, epistemic, axiological, and linguistic. Finally, we show how a mixed methods researcher can conduct a form of quantitizing to use both quantitative and qualitative aspects of Imitation Game data.
探索群体——模仿游戏探究的混合方法
本文描述了使用混合方法的研究方法,通过模仿游戏实验来探索社会群体建构的动态。更具体地说,我们分析了人们在社交互动中划分界限的方式和效率。也就是说,我们研究了人们区分群体成员和局外人的方式。我们的研究包括芬兰一组活跃的基督徒(n = 20)和非宗教人士(n = 19)。我们将模仿游戏定义为一种混合数据收集工具,因为它以一种综合的方式结合了定性和定量数据。作为我们分析的一部分,我们引入了一个被称为顺序识别率(SIR)的指标,它是参与者在模仿游戏中划定边界的准确程度的指标。基于SIR的结果表明,群体边界是通过4种不同的策略建立的:经验、认知、价值论和语言。最后,我们展示了混合方法研究人员如何使用模仿游戏数据的定量和定性方面来进行量化。
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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