In the course of our supervisory work over the years, we have noticed that qualitative research tends to evoke a lot of questions and worries, so-called Frequently Asked Questions. This journal series of four articles intends to provide novice researchers with practical guidance for conducting high-quality qualitative research in primary care. By ‘novice’ we mean Master’s students and junior researchers, as well as experienced quantitative researchers who are engaging in qualitative research for the first time. This series addresses their questions and provides researchers, readers, reviewers and editors with references to criteria and tools for judging the quality of papers reporting on qualitative research. This first article describes the key features of qualitative research, provides publications for further learning and reading, and gives an outline of the series.
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In this article we compare the benefits for game design and development relative to the use of three Game User Research (GUR) methodologies (user interviews, game metrics, and psychophysiology) to assist in shaping levels for a 2-D platformer game. We illustrate how these methodologies help level designers make more informed decisions in an otherwise qualitative design process. GUR data sources were combined in pairs to evaluate their usefulness in small-scale commercial game development scenarios, as commonly used in the casual game industry. Based on the improvements suggested by each data source, three levels of a Super Mario clone were modified and the success of these changes was measured. Based on the results we conclude that user interviews provide the clearest indications for improvement among the considered methodologies while metrics and biometrics add different types of information that cannot be obtained otherwise. These findings can be applied to the development of 2-D games; we discuss how other types of games may differ from this. Finally, we investigate differences in the use of GUR methodologies in a follow-up study for a commercial game with children as players.
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In this paper we compare the effects of using three game user research methodologies to assist in shaping levels for a 2-D platformer game, and illustrate how the use of such methodologies can help level designers to make more informed decisions in an otherwise qualitative oriented design process. Game user interviews, game metrics and psychophysiology (biometrics) were combined in pairs to gauge usefulness in small-scale commercial game development scenarios such as the casual game industry. Based on the recommendations made by the methods, three sample levels of a Super Mario clone were improved and the opinions of a second sample of users indicated the success of these changes. We conclude that user interviews provide the clearest indications for improvement among the considered methodologies while metrics and biometrics add different types of information that cannot be obtained otherwise.
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DISTENDER will provide integrated strategies by building a methodological framework that guide the integration of climate change(CC) adaptation and mitigation strategies through participatory approaches in ways that respond to the impacts and risks of climatechange (CC), supported by quantitative and qualitative analysis that facilitates the understanding of interactions, synergies and tradeoffs.Holistic approaches to mitigation and adaptation must be tailored to the context-specific situation and this requires a flexibleand participatory planning process to ensure legitimate and salient action, carried out by all important stakeholders. DISTENDER willdevelop a set of multi-driver qualitative and quantitative socio-economic-climate scenarios through a facilitated participatory processthat integrates bottom-up knowledge and locally-relevant drivers with top-down information from the global European SharedSocioeconomic Pathways (SSPs) and downscaled Representative Concentration Pathways (RCPs) from IPCC. A cross-sectorial andmulti-scale impact assessment modelling toolkit will be developed to analyse the complex interactions over multiple sectors,including an economic evaluation framework. The economic impact of the different efforts will be analyse, including damage claimsettlement and how do sectoral activity patterns change under various scenarios considering indirect and cascading effects. It is aninnovative project combining three key concepts: cross-scale, integration/harmonization and robustness checking. DISTENDER willfollow a pragmatic approach applying methodologies and toolkits across a range of European case studies (six core case studies andfive followers) that reflect a cross-section of the challenges posed by CC adaptation and mitigation. The knowledge generated byDISTENDER will be offered by a Decision Support System (DSS) which will include guidelines, manuals, easy-to-use tools andexperiences from the application of the cases studies.