Digitalising qualitative social research? On the potential of digital features to enhance data collection in qualitative research: the example of a virtual reality serious game in a qualitative research project
Abstract:Digital features like virtual reality have hardly been used in the framework of data collection in qualitative social work research. Virtual reality holds specific promise because it allows the immersion of participants in a situation and has the potential to strengthen the ecological validity of data. In this light, we examined the use of a virtual reality serious game in qualitative in-person interviews in the framework of a prevention-oriented HIV social research project. We designed and developed an immers… Show more
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