In “Players’ perpectives on the positive
impacts of video games”, Jeroen Bourgonjon et. Al. intend to explore the
positive impacts video games have on the lives of their players.
The data was gathered from gaming forums,
which gave the study a direct insight into prevailing discourses among the
gaming community. The selection of
forums was based on popularity according to ranking by Alexa.com, and scanned
by using keywords, in order to identify the most relevant threads. This
resulted in 32 threads, containing 1 615 messages, which were narrowed down 964
in regard to relevance after an extensive process of coding, manual scanning
and two pilot studies. Although using quantitative data, the study was highly
qualitative.
The result showed clear evidence of
positive impacts in accordance to a theoretical framework based on cultural
studies.
By using quantitative data the research
could benefit from getting comprehensive information, and through the use of a
qualitative structure and analysis, manage to get a deep understanding of the
phenomenon. The extensive data’s repeatability ultimately served as a
supporting validation of the analysis’ outcomes. Although it resulted in a
rather complex and time consuming processing of data, I believe the use of
quantitative data in a qualitative analysis achieved what most qualitative
research falls short on: the ability to generalize certain patterns.
That being said, it is also important to
highlight the weak aspects of the essays method. In the essays discussion, the
authors mention how they did not manage do differentiate artistic
expressions/forms on from another, in this case, genres and type of games. A simple
assumption would be that role-playing games would be more likely to trigger certain
experiences (positive social interaction, personal well-being) more than a shooter
game (which could probably rather function as a stress relief, catharsis).
However, this was not further investigated and I can only assume that the
ambition of producing a qualitative result based on big amounts of data made it
impossible to implement a process where all aspects were taken into account.
Furthermore, by using a directed qualitative analysis (i.e.
keywords decided forum threads, which means that only positive messages got
analysed) it is more likely to produce a supporting result, than
non-supporting. The authors defend themselves by stating that their framework
stems from cultural studies rather than theory directly connected to video
games, but even by using relevant keywords and filter the messages in
accordance to this framework the narrowed down data will be compatible with
presumed notions.
The case study approach is a research
strategy that focuses on understanding the relations/functions within a certain
setting/context. A case study can serve various purposes and produces different
kinds of result, e.g. descriptions, test theory and even generate new. In fact,
Kathleen M. Eisenhardt states in her essay that a case study approach is
appropriate in new areas where theory and research is still scarce. Theory
resulting from case studies is often novel, testable and empirically valid by
using multiple methods of analysis (e.g. observations, interviews, content
analysis etc.) which can produce both quantitative and qualitative data. However, in most case studies, qualitative
data is the main foundation for research, which in turn can be strengthened by
quantitative data.
In order to get a better understanding of
the use of case studies I read the article “The motivations and expectations of
international volunteer tourists” by Li-Ju Chen and Joseph S Chen. The essay
seeks an answer to why people join international volunteer tourism trips,
without having any specific connection to the country/culture they seek to aid.
The study measured four personal factors that contributed to motivating people
into volunteering (e.g. authentic experience), and also four interpersonal
(e.g. desire to help). The study was
performed in July 2008 by sending the primary researcher on an international
volunteer tourism trip to China (within-case
analysis). The researcher joined two teams of 6-10 people each which
constituted the “study objects”. Data was collected in form of participating
observations, documentation (e.g. field notes, blogs of participants) and
open-ended, semi structured interviews.
To begin with, I believe Chen & Chen
chose a relevant trip to use as observation material for their study, but
looking at the literature that laid the foundation for their research it is
obvious that they seek to extend theory,
instead of generating any new. They
present in their introduction that for instance Callanan and Thomas (2005)
already categorised volunteer tourism into three groups based on their
motivations, and furthermore Rehberg (2005) identified and sorted 12
motivations into three categories. This means, that when a “new” 11-scale
motivation scheme is presented in the result-section of the essay, it is not as
innovative as it is complementary to older research. However comparing study
results to earlier literature will support
the generalizability of the outcome and help construct clearer definitions of – in this case – the motivational concepts.
The study’s main strength is the multiple sources they used in the data collection. As mentioned, the data
combined observations, which are highly based on the researcher’s own
perceptions, together with semi-structured interviews for a better
understanding and documentation such
as participants personal blog posts (which could be considered more personal
information about the experiences as the participant wrote form their own
perspective instead of being lead on by the structure of interviews). This
broad collection of perspectives strengthens
the ideas generated from the study, and provides evidence to support the extended theory. However, as Eisenhardt mentions, it is favourable to make use of multiple
investigators. In this case, by only sending one, even with the variety of
source material, the study is likely to contain subjective interpretations.
Chen & Chen mentions that they tried to validate the outcomes of the
interviews through corrections with/by participants, but this does not include
observations.
Bourgonjon,
Jeroen, et. al. (2016) Players’ perspectives on the positive impact of video games:
A qualitative content analysis of online forum discussions, New Media &
Society, 18(8), 1732-1749
Chen,
L., & Chen J. S. (2011) The motivations and expectations of
international volunteer tourists: A case study of ‘‘Chinese Village
Traditions’’, Tourism Management, 32, 435-442
Callanan, M., & Thomas, S. (2005). Volunteer tourism.
In M. Novelli (Ed.), Niche
tourism: Contemporary issues, trends, and cases.
Wallington, UK: Butterworth-
Heinemann.
Rehberg, W. (2005). Altruistic individualists:
motivations for international volunteering
among young adults in Switzerland. Voluntas:
International Journal of
Voluntary and Nonprofit Organizations, 16(2), 109–122.
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