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.
|Pages (de - à)||7-29|
|Nombre de pages||23|
|journal||BMS Bulletin of Sociological Methodology/ Bulletin de Methodologie Sociologique|
|Numéro de publication||1|
|Date de mise en ligne précoce||2020|
|Etat de la publication||Publié - janv. 2021|