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Abstract
Drawing on research from a mixed-methods project on gaming we argue for a qualitative methodological approach called “interactive elicitation,” a form of data collection that combines elements of photo elicitation, interviewing and vignettes. After situating our broader research project exploring young people’s experiences of violent open-world video games, we outline the process of conducting interactive elicitation, arguing for a mixed-methods approach where participants are observed and interviewed both during and immediately after interacting with particular cultural artefacts, in this case the game GTA V. We reflect on the initial design of the research methodology, the problematic aspects of conducting the research – focusing on social desirability bias – before proffering adaptations to our approach in relation to complementary work in the field of Game Studies. Ultimately, we argue for immediacy in relation to research on cultural experiences and the importance of social desirability as an asset in framing interaction, both of which have implications for sociological and interdisciplinary research more widely.
Keywords
Interactive Elicitation, Social Desirability Bias, Interviewing, Video Games, GTA V
Publication Date
4-17-2019
Creative Commons License
This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 4.0 International License.
DOI
10.46743/2160-3715/2019.3777
Recommended APA Citation
Spokes, M., & Denham, J. (2019). Developing Interactive Elicitation: Social Desirability Bias and Capturing Play. The Qualitative Report, 24(4), 781-794. https://doi.org/10.46743/2160-3715/2019.3777
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