@article{0e5b2a51c90a429db45e92a08929c7a8,
title = "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{\textquoteright}s Emotional Experience in their Environment",
abstract = "The authors developed and used a game (Tigo-Tigo) to collect data on people{\textquoteright}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.",
keywords = "data collection, emotions, environment, field, game-based methods, gamification, typhoon, jeu de soci{\'e}t{\'e}, {\'e}motions, typhon, collecte de donn{\'e}es, environnement, terrain, ludification",
author = "Elisabeth Henriet and Nathalie Burnay and Jos{\'e}phine Dalimier and Jaycel Hurley and Sabine Henry",
note = "Funding Information: The author(s) disclosed receipt of the following financial support for the research, authorship, and publication of this article: This work was supported by Erasmus Plus International Credit Mobility EU funds (grant numbers 2015-1-BE01-KA107-013175 and 2017-1-BE01-KA107-024723) and the University of Namur, Belgium. Funding Information: This research would not have been possible without the active participation of 60 households of Guiuan. We are thankful for the time they accepted to spend with us, being accommodating and disclosing themselves playfully. We also thank the local authorities of Guiuan for allowing us to conduct our data collection. We thank Prof. Grace T. Cruz and Prof. Maria Midea M. Kabamalan of the University of the Philippines Population Institute (UPPI) for their field support and wise advices. More generally, we are grateful for all the help received at UPPI. We would also like to show our gratitude to Thibaut Quintens, founder of the non-profit organisation ?Lets Play Together? and of the publishing house ?Act in games?. His numerous advises at the creation phase of Tigo-Tigo ? based on his experience in travelling with games and in game creation ? laid the foundation of the analysis presented in this article; and his vision of how games can powerfully contribute to better understand people has been inspiring throughout the entire research process. Finally, the authors gratefully acknowledge the two anonymous reviewers for their insightful reading and constructive suggestions. The author(s) disclosed receipt of the following financial support for the research, authorship, and publication of this article: This work was supported by Erasmus Plus International Credit Mobility EU funds (grant numbers 2015-1-BE01-KA107-013175 and 2017-1-BE01-KA107-024723) and the University of Namur, Belgium. Publisher Copyright: {\textcopyright} The Author(s) 2020.",
year = "2021",
month = jan,
doi = "10.1177/0759106320960885",
language = "English",
volume = "149",
pages = "7--29",
journal = "BMS : Bulletin de Methodologie Sociologique",
issn = "0759-1063",
publisher = "SAGE Publications Ltd",
number = "1",
}