Pokaż uproszczony rekord

dc.contributor.authorKovtiak, Elisabeth
dc.date.accessioned2024-12-04T06:26:30Z
dc.date.available2024-12-04T06:26:30Z
dc.date.issued2024-10-31
dc.identifier.urihttp://hdl.handle.net/11089/53865
dc.description.abstractStudying social identity change in non-standard contexts is always challenging. This article presents a new research technique that allows researchers to obtain rich and ethical data even in adverse and fragile conditions. It is based on the popular associative card game and combines projective and game-based data generation methods. The game component adds a playful atmosphere to the research environment and encourages interaction, while the projective aspect allows participants to express identity elements more easily. The features of the new technique presented in this paper are demonstrated through a case study of the post-2020 Belarusian diaspora. In addition to data generation, I describe a coding process that blends deductive and inductive approaches and show how textual and visual data can be analyzed together. Finally, the advantages and disadvantages of this innovative technique are assessed, including creative expression, a safe space for dialogue, and the ability to capture nuanced perspectives.en
dc.language.isoen
dc.publisherWydawnictwo Uniwersytetu Łódzkiegopl
dc.relation.ispartofseriesQualitative Sociology Review;4en
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.subjectAuthoritarian Regimesen
dc.subjectEthical Considerationsen
dc.subjectGame-Based Researchen
dc.subjectIdentity Transformationen
dc.subjectProjective Techniquesen
dc.subjectSensitive Topicsen
dc.titleGame-Based Technique for Studying Identity Change in Disturbed Communitiesen
dc.typeArticle
dc.page.number60-76
dc.contributor.authorAffiliationCharles University, Czech Republicen
dc.identifier.eissn1733-8077
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dc.contributor.authorEmailelisabeth.kovtiak@fsv.cuni.cz
dc.identifier.doi10.18778/1733-8077.20.4.03
dc.relation.volume20


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