The Usefulness of a Simulated Environment in Ethnographic Research for Gaming and HCI

N. Z. Abidin, Robert Wellington
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引用次数: 3

Abstract

Ethnography is now a widely used research method in information systems and gaming. It is one of the most in-depth research methods that can capture people’s feelings, behavior and opinions by the researcher getting immersed in the study. The main aspect of the research method is gathering the data by being in the ‘field’, gaining a deep insight by participating and observing the culture being studied. The authors have replaced the ‘field’ with simulated environments, and although this would tend to infer a less rich or truthful ethnographic study (from a purist’s perspective), they reflect on the usefulness in the context of two ongoing research studies. A Simulated Gaming Environment is proving to offer a suitably ‘real’ experience for the first author’s research, and a driving simulator is the only option for the second.
模拟环境在游戏和人机交互人种学研究中的作用
民族志是一种广泛应用于信息系统和游戏领域的研究方法。它是一种最深入的研究方法,可以捕捉到人们的感受,行为和意见的研究人员沉浸在研究中。研究方法的主要方面是通过“实地”收集数据,通过参与和观察所研究的文化获得深刻的见解。作者已经用模拟环境取代了“场”,尽管这可能会推断出一个不那么丰富或真实的人种学研究(从纯粹主义者的角度来看),但他们反映了两项正在进行的研究的有用性。模拟游戏环境为第一作者的研究提供了合适的“真实”体验,而驾驶模拟器是第二作者的唯一选择。
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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