There are a few examples of the application of game-based qualitative research methods. Therefore, we lack an analysis of the nature of data that such methods would produce. So, the goal of my diploma thesis is to find out in what ways the data obtained using game-based research methods represent the ways in which people actually perceive and experience social reality. For this purpose, I analyze seven group discussions carried out with the use of a research memory game in which players match cards with financial terms written on them with possible definitions of these terms. I have designed an analytical framework using Alfred Schutz's theory of relevance, Erving Goffman's theory of the presentation of self and Pierre Bourdieu's conception of knowledge. With the aid of these theories I managed to reach several findings which might be fruitful for a future usage of this research instrument. The participants of a game-based research might hide behind their player's roles and thus be able to interpret even sensitive topics such as the financial literacy. The game environment of the memory game research allowed the players to introduce new topics and interpretations into the group discussion despite the fact that such topics might be irrelevant to the research goal. Such cases are rather marginal...
Identifer | oai:union.ndltd.org:nusl.cz/oai:invenio.nusl.cz:387847 |
Date | January 2018 |
Creators | Cuker, Ivan |
Contributors | Hájek, Martin, Kabele, Jiří |
Source Sets | Czech ETDs |
Language | Czech |
Detected Language | English |
Type | info:eu-repo/semantics/masterThesis |
Rights | info:eu-repo/semantics/restrictedAccess |
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