Introducing "Surveylady": A Case for the Use of Avatars as Part of Gaming Research
PDF

Keywords

Massively Multiplayer Online Role-Playing Games
MMOs
methodology
avatar

How to Cite

Bergstrom, K. M. (2009). Introducing "Surveylady": A Case for the Use of Avatars as Part of Gaming Research. Stream: Interdisciplinary Journal of Communication, 2(1), 18–22. https://doi.org/10.21810/strm.v2i1.35

Abstract

The popularity explosion of Massively Multiplayer Online Role-Playing Games (MMOs) such as World of Warcraft provides researchers with a venue to reach a wider research subject base than ever before. But what is the best way to collect data about these virtual worlds? This paper illustrates the rich potential of using an avatar to interact with MMO participants while players are immersed in the game’s virtual environment. Rather than observing from the periphery, this paper makes the case for the researcher to ‘dive right in’ and interview gamers within their (virtual) environment. This paper will argue that this methodology acts as a means for collecting rich, nuanced data about the gaming community.
https://doi.org/10.21810/strm.v2i1.35
PDF