Fusing Quantitative and Qualitative Methods in Virtual Worlds Behavioral Research

Authors

  • Carl Symborski
  • Gary M. Jackson
  • Meg Barton
  • Geoffrey Cranmer
  • Byron Raines
  • Mary Magee Quinn
  • Celia Pearce

Keywords:

mixed methods, behavioral studies, online games, mmorpgs, virtual worlds

Abstract

In this study, Science Applications International Corporation (SAIC) and Georgia Institute of Technology (GT) developed a quantitative-qualitative mixed methods research technique to investigate the extent to which real world characteristics of Massively Multiplayer Online Role-Playing Game (MMORPG) players can be predicted based on the characteristics and behavior of their avatars. SAIC used three primary assessment instruments to quantitatively rate videos of participant gameplay sessions, while GT produced detailed qualitative descriptions of avatar activities and behavior. Automated textual analysis was then used to identify conceptual themes across all of the descriptions produced by the qualitative team. Using the themes generated by the automated textual analysis in combination with the quantitative variables, we were able to demonstrate the efficacy of the hybrid method for the prediction of real world characteristics from avatar characteristics and behavior.

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Published

2014-01-01

Bibtex

@Conference{digra653, title ="Fusing Quantitative and Qualitative Methods in Virtual Worlds Behavioral Research", year = "2014", author = "Symborski, Carl and Jackson, Gary M. and Barton, Meg and Cranmer, Geoffrey and Raines, Byron and Quinn, Mary Magee and Pearce, Celia", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/653}", booktitle = "Proceedings of DiGRA 2013 Conference"}