This review aims to collate and organize the current literature base on the use of participatory research methods within Covid-19 and pandemic contexts. Participatory approaches rely on establishing trust and rapport between researchers and participants and advocate actively involving participants in the planning, implementation and evaluation of a research issue. However, by transitioning such approaches to an online and geographically distributed context, the openness and equitability of participatory approaches may be reduced or lost. By providing an overview of current empirical and guidance literature on the use of participatory approaches within the context of Covid-19, this review not only offers a basis for how a variety of methods may be used and adapted to distanced contexts, but also explicates the challenges associated with the use of these methods and the wider methodological implications posed by the Covid-19 pandemic. Furthermore, this review outlines the issues associated with conducting this type of research more generally, providing implications for how distance-based participatory methods may be used in wider contexts where face-to-face interaction may not be appropriate, or fieldwork may be disrupted due to logistical reasons.
In this article, we present the Critical Genogram (CritG) and illustrate its use in helping therapists move toward deeper understanding of the influence of social and institutional systems on individual and familial dynamics. We present the results of a qualitative study that evaluated the exercise of constructing and presenting the CritG in a family therapy graduate course. Using feminist-informed critical multicultural lens, we examined the use of the CritG exercise in helping family therapy students move toward critical consciousness. Our findings indicate that the CritG exercise provides valuable insight into the impact of social, political, and economic systems on individual and family life. Furthermore, it opens up space for creating new meanings and ways of conceptualizing familial and individual processes. Implications for therapist training and clinical practice are discussed.
This article aims to provide an account of the use of reflexive photography in capturing player creativity in practice and present a guide to how game design can support player creativity. While previous literature has examined some aspects of player creativity in digital games, there remains a dearth of work which examines how design elements of games contribute to creative behaviour.Using a reflexive photography method with photo-elicitation interviews, this study identifies eight design affordances for player creativity in digital games and outlines the effectiveness of the reflexive photography method within the context of digital games. The identified design affordances related to the degree of flexibility of the game structure (e.g. open versus linear), narrative exploration, extent and diversity of game variables, opportunities for content creation, environmental interaction and exploration, avatar customisation, progression and replayability.Implications for the design of games that support creativity are discussed.
Creativity has been widely studied across various disciplines such as psychology and education from a variety of perspectives and has been argued to provide a range of different benefits such as the development of transferrable skills. However, not much is known about how creativity is conceptualized within digital entertainment games from the perspective of the player. In addition to providing a scoping review of the field, this study aims to address current gaps in the literature by answering the research question: how do players conceptualize creativity within digital entertainment games? Data from 24 semistructured interviews and 14 narrative surveys with regular players of various genres of digital games were analyzed using qualitative methodology. Thematic analysis was performed, resulting in three main categories of conceptualizations: ways of thinking, constructing in games, and games as an art form. By providing an insight into how players view creativity in digital games, this article aims to illuminate this understudied facet of player experience and pave the way for future studies seeking to explore how digital games may promote creativity in those who play them.
ObjectivesThe project aimed to test an alternative method to estimate the number of duplicate responses in the 2021 England and Wales Census. The method utilises information from all census records instead of relying on samples. It requires less clerical review than the original inverse sampling method used for overcount estimation.
ApproachWe used the Splink implementation of Fellegi-Sunter to match the 2021 Census to itself. The resulting linked dataset was filtered to retain only the top scoring record pair for each unique census record, giving a final dataset of around 71.5 million record pairs. These pairs were divided by score into 13 homogeneous buckets. Random samples of 1000 pairs per bucket were clerically reviewed to determine whether each pair was a true duplicate or not. The clerical results were used to assign an estimated probability of being a duplicate to each bucket and hence to every census record within the bucket.
ResultsA dashboard was created which contained percentages of duplicates by region and ‘overcount group’ for the original and alternative methods. This enabled us to view the data side by side and create visualisations to aid analysis. The alternative method had higher average duplicate percentages in overcount groups for communal establishments and was also higher for 9 out of 10 regions in the armed forces overcount group. We found that both the original and alternative methods of overcount estimation followed the same pattern in terms of minimum and maximum duplicate percentages except for those in communal establishments where minimum and maximums were both higher than the original method. Additionally, the minimum was marginally higher for the student and armed forces overcount groups for the alternative method.
ConclusionOn initial comparison, estimated rates of duplication resulting from the different methods are comparable. We plan to conduct further analysis on the similarities and differences of the two methods, and research whether the new method could be applied to estimate the duplication rate in other large datasets including administrative data.
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