Friday, 22 June 2012

Things to consider in Serious Game research

Today I found out that widespread gameresearch is no easy task. The group that games most, namely children till the age of 12 are the hardest to track and even harder to survey. Probably a serious problem for practical serious game research.

Using data of gamers under the age of 17 years of age is considered market research. Therefore it should follow the best practice guidelines of the Market Research Society. Not very surprising, considering the possible ethical implication of such research.

The most important practice advised and demanded of market researchers is that data can only be used if a legal guardian has to give it's explicit consent. Additionally a child has to be given the explicit ability to refuse the survey.

What is the most practical way to ask consent? and which examples of best practice are there?
Questions to be asked on another day...

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