Figure B.7: Question 6 – What is your marital status?
Question 6 asked for the respondents’ marital status. Options included ‘single’, ‘in a relationship’, ‘engaged’, ‘married’, ‘divorced’, ‘widowed’, ‘other’, and ‘I’d prefer not to answer’ (see Figure B.7). This question attempted to understand the lifestyle of those who attended video game events.
Figure B.8: Question 7 – What is your yearly income?
Question 7 asked for the respondents’ yearly income. Options included ‘£20,000 or less’, ‘£20,001- £30,000’, ‘£30,001 - £40,000’, £40,001 - £50,000’, ‘£50,001 - £60,000’, ‘Over £60,001’, ‘I’m unemployed’, ‘I’m a student’, and ‘I prefer not to answer’ (see Figure B.8).
Figure B.9: Question 8 – How did you hear about this event?
Question 8 asked for the respondents’ source of information to attend video game events; in particular, how did they hear about it? Options included ‘Family’, ‘Friends’, ‘Internet’, ‘Radio’, ‘Billboards’, and ‘Other’ (see Figure B.9). This question attempted to provide an understanding of the strength of advertisement through the social media; such as ‘word of mouth’, radio, billboards and much more.
Figure B.10: Question 9 - Who do you attend to these video game events with?
Question 9 was concerned with the respondents’ companionship to attend video game events. This was an open-ended question for the researcher to code into groups later (see Figure B.10).
Figure B.11: Question 10 – What is your main reason for attending video game events?
Question 10 asked for the respondents’ motive for attending video game events. This was an open-ended question for the researcher to code into groups later (see Figure B.11).
Figure B.12: Question 11 – Have you considered doing any of the following when
attending gaming events?
Question 11 asked for the respondents’ participation in certain activities within video game events (see Figure B.12). This was a question that allowed multiple ticks; including playing video games, meeting new people, cosplay, attending workshops, purchasing merchandise and others.
Figure B.13: Question 12 – Is there anything you intend to purchase specifically
from this event?
Question 12 asked if the respondent had particular intentions to purchase specific merchandise. This was an open-ended question for the researcher to code into groups later (see Figure B.13). This question attempted to identify patterns of consumption within video game events.
Figure B.14: Question 13 – Do you attend to other gaming events?
Question 13 asked if the respondent had attended to other gaming events. Unfortunately, typeform did not offer ‘jumping questions’ while it was in beta, where different follow-up questions would be asked if the respondent selected ‘yes’ or ‘no’. Therefore, the following question (question 14) was a longer question, which attempted to cover for both responses (see Figure B.14).
Figure B.15: Question 14 – Follow up question (from question 13)
Question 14 asked if the respondent had attended to intent to attend to other gaming events, and if they had not attended to other gaming events, why? (see Figure B.15). This question was useful to determine the researchers’ list of video game events to examine for this thesis.
Figure B.16: Question 15 – Follow-up interview or follow-up interview
Finally, question 15 asked if the respondent would like to participate in a follow-up interview or group interview (see Figure B.16). If the respondent would like to participate, they were asked to provide an email address to be contacted at a later date.
Other Questions included in the Questionnaire
The research questionnaire consists of additional questions that were added then removed, because the responses to these questions were inconsistent – almost half the respondents left these questions blank. These questions were moved to the research interviews and group interviews, where these questions could be elaborated.
Figure B.17: Additional Question 1 – How does playing games at video game events differ in comparison to playing at home?
Additional question 1 considered the difference between playing video games at video game events, and to playing video games at home (see Figure B.17). This question attempted to consider the embodied experience at video game events, in comparison to the embodied experience from playing at home.
Figure B.18: Additional Question 2 – Do you consider meeting face-to-face with other gamers important? And why?
Additional question 2 considered the importance of meeting face-to-face with other gamers at video game events (see Figure B.18). This question attempted to consider the importance of meeting other gamers face-to-face, in comparison to those who meet online.
Figure B.19: Additional Question 3: Please write a short description of your experience
at certain video game events
Additional question 3 asked the respondent to provide a short description on their experience at certain video game events (see Figure B.19). This included prompting questions; what have you done so far? And what have you enjoyed the most?
Figure B.20: Additional Question 4: what does attending certain
video game events mean to you?
Additional question 4 considers the meanings attached to certain video game events (see Figure B.20). This included prompting questions; is it something more than just playing in front of a computer screen all weekend? How does it enhance your bond with other gamers? and how does it enhance your gaming experience?
Difficulties Encountered during Coding and Analysis of the Research Questionnaire
Question 3 asked for the respondents’ gender. The options included ‘male’, ‘female’, and ‘I prefer not to answer’. However, upon conducting the research questionnaire, I received a comment from a respondent to consider Facebook’s 50 gender options – an additional option of ‘Other’ was added.
Although typeform was a useful tool that analyses the data collected (such as displaying respondents separately and counting the number of responses), an additional analysis using SPSS was considered necessary for the open-ended questions that required re-grouping (see Figure B.21).
Figure B.21: An example of a ‘Typeform’ result and general report,
from one of the research questionnaires
However, due to low response rates and differing figures obtained from the online questionnaires, the online questionnaires responses were disregarded. Overall, a total of 80 online questionnaire responses were obtained from the 15 different video game events from January 2014 to July 2014. The initial goal of the online questionnaires was to obtain between 20–40 online questionnaires from each video game event. The online questionnaire responses ranged from obtaining no responses and between six to twenty-one online questionnaire responses from the list of video game events. Hence, the research questionnaire was only used as a mechanism for obtaining interviewees for the follow-up interview and group interviews.
Appendix C - Interview Methodology
This section presents additional information on the interviews discussed in the research methodology (in chapter 4) of this thesis. Presented here is an example of the letters sent to potential interviewees and group interviewees, followed by a list of individuals interviewed as part of this research, with some basic demographic information on these. Also, presented here is a consideration of the questions asked from the interviews and group interviews, and the coding framework used in conjunction with the computer programme NVivo for Windows to analyse the interview and group interview data.
Example of letter sent to potential interviewees
Dear,
You may recall that you recently completed an online questionnaire and expressed a willingness to participate in further research, in relation to video games and video game events. In connection with this I am writing to you to ask if you would be willing to participate in a short interview.
You have been selected as part of a small group of individuals who will be interviewed concerning with various video game related practices and video game events. You will be contacted by myself in the next few weeks asking you to participate in a short interview, and to arrange a suitable time for this at your convenience.
The interview itself will take only an hour or so of your time, and can be conducted at a time and location suitable to you. The questions are simple and straightforward and related to issues such as, why you first started attending video game events and what a motived you to participate in various video game related practices.
If you do not wish to be contacted, or do not wish to participate any further with this research, please call email me at y.y.law1@edu.salford.ac.uk.
If you have any queries concerning this research, I can be contacted at the above email address. If you have any concerns relating to the authenticity of this research, or my own position within this, please free free to contact the University of Salford (0161 295 5000).
Thank you for your continued support, and I hope to speak to you soon.
Ying-Ying Law,
University of Salford.
Interviewees and Group Interviewees:
The table below presents a list of the thirty participants interviewed. The table includes information on respondent collected; such as their gender, age, residence, event collected from, date of interview and location of the interview (see Table C.1. and Table C.1)
Table C.1. Interview Participants
|
Name
|
Age
|
Gender
|
Residence
|
Event collected from
|
Date of Interview
|
Location of Interview
|
Chell
|
26
|
Female
|
London
|
EuroGamer Expo (Sept 2013)
|
30/03/14
|
EGX Rezzed – in a quiet area
|
Sonic
|
27
|
Male
|
London
|
EuroGamer Expo (Sept 2014)
|
26/09/14
|
EuroGamer Expo – while queuing for two hours
|
Scott Pilgrim
|
28
|
Male
|
London
|
EuroGamer (Sept 2014)
|
25/10/14
|
MCM Comic Con – in the food area
|
Pikachu
|
23
|
Male
|
London
|
MCM Comic Con (London – May 2014)
|
24/05/14
|
MCM Comic Con – outside on the grass
|
Levi Acherman
|
24
|
Female
|
Leeds
|
MCM Comic Con (Manchester – July 2014)
|
19/07/14
|
Local Café – after the event
|
Master Chief
|
25
|
Male
|
Liverpool
|
MCM Comic Con (London – Oct 2014)
|
26/10/14
|
MCM Comic Con – in the food area
|
Rexxar
|
18
|
Male
|
Manchester
|
Insomnia53
|
23/11/14
|
Insomnia53 - BYOC Hall
|
Teemo the Swift Scout
|
22
|
Male
|
Liverpool
|
Insomnia55
|
28/10/15
|
Insomnia55 – BYOC Hall
|
Annie the Dark Child
|
22
|
Female
|
London
|
Insomnia55
|
31/10/15
|
Insomnia55 – BYOC Hall
|
Princess Leia Organa
|
22
|
Female
|
Manchester
|
Play Expo Manchester (Oct 2013)
|
3/05/14
|
Play Expo Blackpool – in a quiet area
|
Daenerys Targaryen
|
27
|
Female
|
Manchester
|
Play Expo Manchester
(Oct 2014)
|
4/11/14
|
University of Salford – in a quiet room
|
Pac-Man
|
29
|
Male
|
Liverpool
|
Play Expo Manchester
(Oct 2014)
|
11/10/14
|
Play Expo – in a quiet room after the event
|
Rinoa Heartilly
|
24
|
Female
|
London
|
A New World: Intimate Music from Final Fantasy (Feb 2014)
|
30/05/14
|
Final Symphony: A New World – before the show
|
Squall Leonhart
|
25
|
Male
|
Liverpool
|
A New World: London Encore Performance
|
1/11/14
|
Distant Worlds – before the show
|
Sephiroth
|
30
|
Male
|
London
|
Distant Worlds (Nov 2014)
|
1/11/14
|
Distant Worlds – after the show
|
Ness
|
22
|
Male
|
Manchester
|
Edentines Day (Mar 2014)
|
28/02/14
|
Edentines Day – quiet area
|
Mr. Game and Watch
|
22
|
Male
|
Bristol
|
Cabin Fever 1 (April 2014)
|
27/04/14
|
Cabin Fever 1 – quiet room in organises house – after the event
|
Captain Falcon
|
26
|
Male
|
London
|
Heir to the Throne (August 2014)
|
25/09/14
|
Eurogamer Expo – after the event
|
Mokujin
|
27
|
Male
|
Manchester
|
Warriors Return 3
|
22/06/14
|
Warriors Return 3 – after the event
|
Jin Kazama
|
28
|
Male
|
Manchester
|
Warriors Return 3
|
23/06/14
|
Local café
|
Table C.2. Group Interview Participants
|
Name
|
Age
|
Gender
|
Residence
|
Event collected from
|
Date of Interview
|
Location of Interview
|
Kirby
Meta Knight
King Dedede
Adeleine
Bandana Waddle Dee
|
26
25
22
23
24
|
Male
Male
Female
Female
Female
|
London
London
London
London
London
|
EuroGamer Expo (Sept 2014)
|
28/09/14
|
EuroGamer Expo – in a quiet area
|
Batman
Robin
|
27
23
|
Male
Male
|
London
London
|
MCM London Comic Con (May 2014)
|
24/05/14
|
MCM London Comic Con – in the food area
|
Blinky
Pinky
Inky
Clyde
|
21
21
22
22
|
Female
Female
Male
Male
|
Manchester
Manchester
Manchester
Manchester
|
MCM Manchester Comic Con (July 2014)
|
27/07/14
|
Manchester – Local Café
|
Bulbasaur
Charmander
Squirtle
|
24
24
20
|
Male
Male
Male
|
Manchester
Manchester
Manchester
|
Insomnia53
|
27/11/14
|
Manchester - Local Pub
|
Rengar the Pridestalker
Kah’Zix the Voidreaver
|
28
27
|
Male
Female
|
Manchester
Manchester
|
Insomnia54
|
3/04/15
|
Insomnia54- BYOC Hall
|
Mario
Luigi
|
28
22
|
Male
Male
|
Manchester
Manchester
|
Play Expo Manchester (Oct 14)
|
11/10/14
|
Play Expo Manchester – Trafford Centre Food Court
|
Tidus
Yuna
|
25
24
|
Male
Female
|
London
London
|
Distant Worlds (Nov 14)
|
1/11/14
|
Distant Worlds – before show
|
Parappa the Rapper
Sunny Funny
Katy Kat
PJ Berri
|
26
25
27
22
|
Male
Male
Male
Male
|
Birmingham
Birmingham
Birmingham
Birmingham
|
Edentines Day
|
28/02/14
|
Edentines Day – in a quiet room
|
Bowser
Boom Boom
Pom Pom
|
23
22
24
|
Male
Male
Male
|
Manchester
Birmingham
Birmingham
|
Manchester Monthly Regionals 2 (May 14)
|
10/05/14
|
Manchester Monthly Regionals – in a quiet area
|
Fox
Sheik
Princess Peach
|
25
24
24
|
Male
Female
Female
|
London
London
London
|
Cabin Fever 1 (April 14)
|
31/05/14
|
Cabin Fever 1 – after the event
|
Amongst the respondents collected for the interviews and group interviews, it is important to highlight that there were respondents who refused to participate; such as those who could not be contacted, those who decided not to attend certain video game events, those who where busy (still playing in a tournament), those who ‘cut’ the interview short (due to other activities), those who could not be interviewed because they were intoxicated (drunk) those who could not be interviewed because they were ill (hung-over/LAN death), and those who declined with no reason give.
University of Salford
School of Humanities, Arts & Social Sciences
My research aims to explore video games and video gamer cultures away from the video gaming screen. The main focus is to provide an understanding from participant’s perspectives on gaming events and video game practices away from the gaming screen.
The data gathered will solely be used for this research project. Only the researcher will have access to the data generated in the study. All personal information will be stored on one computer in a private study area and locked with a password for data protection. All identifiable information (names, address and geographical location) will be kept confidential during the process of the research and anonymous in the report
Contract for further information Email: y.y.law1@edu.salford.ac.uk
Research Interview – Consent Form
If you are happy to participate please complete the consent form below:
I confirm that I have read the attached information sheet on the above project and have had the opportunity to consider the information and ask questions and had these answered satisfactorily
I understand that my participation in the study is voluntary and that I am free to withdraw at any time without giving a reason and without detriment to any treatment/service
I confirm that I am over 18 years old
Participant’s signature: Researcher’s signature:
Interview and Group Interview Questions
1: Demographics
Age?
Gender?
City and Country?
Current Occupation?
Marital Status?
2: Attraction of video games?
What types of video games do you play?
How often do you play video games?
Who do you usually play video games with?
Where do you usually play video games?
How does playing video games at video game events differ to playing video games at home?
How does video gaming feature in people’s lives, social identities and networks?
3: Attraction of video game events?
How did you hear about this event?
What is your main reason for attending today? Why?
Who do you go to gaming events with? Why?
What do you do at gaming events? Why?
Game Demonstration?
Purchase Merchandise?
Hanging out with others?
Community practice?
Cosplay?
Do you attend to any other events? Why?
How does this compare to other events?
4: Attraction of video game communities?
What conversations do you have that are game-related? What do you talk about?
How does meeting face-to-face with others at these events facilitate your gaming experience?
Do you feel that you belong to a gaming community? Why?
As a community member, what is your role?
Do you feel there is some form of social status between gamers?
Casual/Hard-Core Gamers?
Professional Gamers?
Do you think social skills are important? Why?
Can you give any examples of negative experiences or conflict within gaming communities?
5: Media use?
Do you follow video games through the media?
Such as Internet, magazines, radio, TV?
How frequently do you use/buy these?
Is it important to obtain the latest video game information? Why?
Where do you obtain information about video gaming events?
6. Competitive gaming
Do you have a favourite player/team?
Why is this player your favourite?
Why is this team your favourite?
Do you compete in gaming tournaments?
If yes, what? why? And how?
Or learning? What do you learn?
Other motives for competing?
Is it important to become a ‘good player’?
Is it important to meet other players face-to-face?
Why?
How does this differ to meeting players online?
7. Consumption patterns:
What video game related merchandise do you buy from video game events?
Do you ever wear or display this outside of video game events?
8. Importance of video game events:
How important is it for you to attend certain video game events? Does it differ across different types of events? Or video games?
How much planning do you go through to attend certain video game events?
How committed are you to attend video game events?
Do you book days off work?
Do you book hotel/travel in advance? How advance?
Do you volunteer?
How important is it that your friends/family attend? Would you go if they weren’t going?
How often do you attend certain events repeatedly? Which events have you stopped attending to repeatedly? And why?
What do you think about the people who attend particular video game events? Similarity? Difference? Who attends? Why?
9. Other Questions
How do common interests for gamers enhance, facilitate and support social interaction and contacts between regular and occasional players?
Examples of video gaming in facilitating the spectacular and the mundane?
Other interests?
Coding Framework
Demographics
Age
Gender
Locality
Employment
Income
Others
First time
First impressions?
Why they first attended?
Preconceptions
Multiple times
Second/third/etc… expectations?
Good changes
Bad changes
Reason for attending video game events
Socialisation
Friendly atmosphere
Like-minded people
Similar interests
Hang-out
Conversation
Drink (alcohol) - get drunk together
Relaxation
Social Networking
Participation
Play
Latest demos
Practice games – for tournament purposes
Play games together (besides gaming in front of a screen)
Consumption
Exhibition Hall
Merchandise
Food
Fandom
Fan knowledge – sharing information
Fan collections
Signing sessions
Workshops
Cosplay
Content creating
Building techniques
Tradition/Ritual Practices
Event activities
Community activities
Competition
Attitudes to winning - strategy
Learning to be competitive – e.g. sponsored player
Interaction with other competitive players
Good tournaments
Bad tournaments
Spectatorship
Live matches and live streams
Commentators
Lack of female presence
Importance of video games in live (routines surrounding video games)
Career of video gamers
Change in behaviour – ‘learning’ to be a ‘good player’
Where they learning (e.g. behaviour and rules) from?
Who they have taught (e.g. behaviour and rules).
Leaving the game scene
Patterns of Video Game Communities
Levels of commitment
Maintenance of communities – good and bad communities
Inclusiveness
Exclusiveness
Identity
Sense of belonging
‘Us’ and ‘them’
Embodiment – Five senses
Sight
Visual experience
Spectatorship
Sound
Voices – conversation/singing
Music - specific sounds – for example, controllers
Smell
Human sweat
Warm machines
Taste
Sharing Food – junk food – form of escape
Drinking – energy drinks and alcohol
Cultural Markers – acceptance and non-acceptance
Touch (Feel)
Physical presence
Touch – physical/comfort
Atmosphere – cultural
Intimacy – memories
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