Software & Procedures The online recruitment and measurement required a series of software steps. First, a website was created for the survey questionnaire (see Appendix D). This site consisted of a front page with instructions, eligibility requirements and a statement of consent, plus eight pages of survey questions. The pages were created through a combination of html 5 A handful of subjects in the control group reported having played on the time two survey, and were moved to the treatment group for analysis. 6 The few subjects in the remote states of Hawaii and Alaska had randomly been assigned to the control condition. 220
programming and automated programming using the program Macromedia Dreamweaver. The site was then moved online using Fetch FTP software. The “back- end” of the survey interface was controlled by a cgi script called “Survey 1.0,” operated by the University of Michigan Information and Technology Division. Survey 1.0 took the form-based results from the survey site and wrote them as a tab-delimited flat file to a secure sever space located in the University’s Institutional File Space (IFS). This file was appended as each subject completed the survey. Once the survey window had closed, the file was downloaded to a computer and imported into the SPSS statistics program for analysis. This process was completed once for the pre-test and once for the post-test. Recruitment Deciding whom and how to solicit subjects was a question of balancing the hypotheses with the practical constraints of the real world. In this case, the goal of the sampling was not to gather a group that resembled the general population, but instead resembled people who play, or might play, online MMRPGs. Because these kinds of game experiences are becoming a broader cultural phenomenon, it was also important to sample groups that might try online games in the future, broadening the power of the findings. Therefore, women, minorities, and people from a range of socioeconomic backgrounds were recruited. Additionally, the sample needed to include variation related to the hypotheses, some of which relate to the difference between first-time players and hoary veterans. In order to test these differences, the sample had to include variation on prior play. 221
The sample was recruited through a series of news releases and message board posts across a variety of online sites, with the intention of drawing a sample that yielded the greatest generalizability. The solicitation scripts are listed in Appendix C. The study
You've reached the end of your free preview.
Want to read all 344 pages?
- Spring '17
- stacy braiuca