New article: Research through Gaming: Public Perceptions of (the Future of) Identity Management

24 02 2014

One of the more exciting elements of the IMPRINTS project has been the possibility to experiment with different methods of data collection. One of the things we did, was collect survey data through letting a sample of 1000 UK citizens play two games about future challenges for identity management.  This was a fun, creative process for us and for our respondents, feedback from whom was overwhelmingly positive. This is also the kind of methodological innovation that our funders at the EPSRC were keen on. It is important, though, to reflect on these newer ways of doing things and the data they produce. Together with Betty Adamou at Research Through Gaming, we wrote our work up as a case study for Sage, discussing the processes involved, issues raised, as well as potential drawbacks. The case study is designed to help other researchers thinking about using this approach, and presents some ways in which those working with limited resources can adopt the principles of gamification (progress and reward, for example, or competitiveness) without breaking the bank. Our paper for Sage Research Methods is here.

Turner, G., Van Zoonen, L. and B. Adamou (2013). Research through Gaming: Public Perceptions of (the Future of) Identity Management. In: SAGE Research Methods Cases, http://dx.doi.org/10.4135/978144627305013496519.

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