Just as much as Media and Culture influence society, it is
also strongly influenced by society, in other words, they are socially driven. Also,
Both Media and Culture are in constant need of updating due to the many changes
and evolutions. But with these many changes, there also comes the need to
validate information that due to the overload of information we are able to
access these days and this is where academic researches comes in. Academic researchers
have rather strict requirement of reliability and validity, and give rise for
seemingly mundane ideas to show how much potential they have and can be used to
the fullest extent.
For Quantitative research the strengths are that data can be
analysed quickly and easily and can be used to generalize the population. Also,
it is anonymous for any sensitive issues making participants more willing to
speak their mind without the desire to hide their true opinions. On the other, the
weaknesses are that it is not cost efficient to print questionnaires while
participation cannot be observed and confirmed when using online surveys. Moreover,
more participants needed to answer questionnaires while answers are limited to
very general responses.
For Qualitative research the strengths are in-depth,
personal and detailed data that can be obtained in a naturalistic environment
with less participants needed. While the weaknesses are the smaller sampling
size which leads to difficulty in obtaining solid statistic as the findings
cannot be generalized and there is a high chance of biases occurring.
My tentative research topic is “The use and
occupation of imagined space in the table top Role-play game subculture of ‘dungeons
and dragons’ in Hong Kong” and the ways that the role-play subcultural
identities are influenced with the imagined space in the game.
I believe this research will yield interesting results as
the role play game Dungeons and Dragons is not one of the more popular online
game like DOTA or League of Legends, with exquisite graphics and characters
readily designed for immediate use. The players are forced to use their collective
imagination as the game master tells the story and build their own characters with
different races, languages and skills and form a party in which they are made
to go on an adventure either finding treasure or killing monsters while working
effectively as a team.
For this research I believe that a suitable research method
would be qualitative instead of quantitative as the game of “dungeons and
dragons” is not very widely spread throughout Hong Kong. I plan on getting in
touch with any dungeons and dragons community that I may be able to find in Hong
Kong and sit in on game sessions as my field observation/ ethnography on a
weekly basis as well as conduct informal interviews with the participants of
the role play.
Student name: Harina Rachel Anne Aristan.
Dear Rachel, The writing addresses the questions suggested in the assignment brief. The part on your research question is nice. My concern is whether you will be able to complete the proposed research in a very short timeframe. My suggestion is to limit the scope by placing the emphasis on the formation of communal identities rather than introducing concepts of subculture. In other words, you can focus on how players interact online in order to form different groups and in what ways this means to them.
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