For any long-term research
project like a dissertation, it can be difficult to know precisely when the fieldwork starts. Because even
when you’ve planned a discrete period of time for gathering data, there are
important steps you need to take beforehand that allow you to make the most of
your time in the field. This can include background reading on the topic and
methods, getting equipment, finding secondary sources to put your research in
context, contacting people, and more.
For me, the last two in this list
were crucial.
The work began straight after a
couple of big coursework deadlines around March/April. As part of the London
Games Festival in April, there were two big events that caught my eye. One was
a talk at the BFI in London on The Art of Video Games by the two creative heads
of The Chinese Room, an indie games company renowned for developing walking
simulator games. The other was the Eurogamer Expo (EGX) Rezzed event, also in London,
where there were multiple talks by relevant designers of this genre of games,
as well as the opportunity to network with more people in the industry and find
up-and-coming games suited to my research.
Tobacco Dock, the stage for EGX Rezzed 2016 |
Playing games for GamesAid at EGX |
I can’t emphasise highly enough
how much it helps to make these connections early. Making contact with as many
relevant people as you can, and getting as much background information as
possible, is a great way to avoid wasting time during your planned fieldwork
dates. To be honest, adding more workload to my schedule was the last thing I
wanted to do in April, with two big coursework deadlines looming at the
beginning of May. But by taking initiative and putting in that extra work, I’ve
been reaping the rewards by being able to jump quickly into the fieldwork
proper from late May onwards.
After my coursework deadlines in
May, I got straight on with contacting game developers for interviews, many off
the back of the prior contact I’d made. So far, I’ve had a response rate of
roughly 50%, which is much higher
than you’ll hear quoted as the expected rate in any text on soliciting
interviewees (~10%). This is how.
I’m fortunate that my undergraduate
dissertation gave me some fantastic experience in this regard, for which I did
31 interviews. All of these required prior contact. So over time, I’ve
developed a successful technique for emailing potential interviewees and
getting them to respond.
Firstly, creating a good
interview briefing sheet is a must. This sheet must give a neat, clear summary
of what your research is about, why you are contacting the person, and what
they can expect from the interview process. The next stage is adding the logo
of the university/institution you are representing, alongside contact
information, which gives you a sense of credibility and trustworthiness. The
last parts are mainly stylistic. I like to add a photo of myself – the same as
that which is on most of my internet accounts – so that they know everything’s
legit. You also tailor the text to the particular audience. In this case I’ve
been contacting video game developers, who are typically fun-loving,
easy-going, informal, and not necessarily knowledgeable about academia. Therefore,
the tone I’ve adopted gives the impression that I’m mainly just a nice guy who
wants to have a fun, interesting chat about video games.
Secondly, you need to write good
personalised emails to send along with the briefing sheets, which are a bit
like what a cover letter is to a CV. This is where you address the particular
person you are contacting, asking if they would be willing to be interviewed.
The most essential thing here is research and background information, so that
you can appeal to that person’s unique character, interests and knowledge.
Google searches and following people on social media are great, and for me it
was also important to demonstrate my knowledge of their games/other work too.
This is also the right time to mention any personal connections or
recommendations – for example, if you’ve spoken to the person before (as I had
with some developers at games events), or if other people had recommended
speaking to them. All in all, this should give the person the impression that
you know your stuff, are enthusiastic about the subject and are committed to
your research, which all increase the likelihood of replies.
You may be wondering how I
managed to get the contact information for the interviewees in the first place.
Fortunately, because game developers are artists making a product for public sale,
they nearly always have websites with email addresses that are publicly
available for people to contact. Occasionally the email addresses are for the
whole development team, which can be annoying if you’re looking to contact a
specific person. In this case, I found their email addresses elsewhere on the
internet, including at the end of public talks that could be watched online.
Also, if you know the format of the company’s email addresses, you can make an
educated guess. Typically it’s [first name]@[company name].com.
Overall, the lesson here is that
putting more effort at the stages before fieldwork will be beneficial in the
long run. Taking the time to do your homework and think carefully about how you
approach people is always better than a scattergun approach, where you simply
spam every relevant person you can find with a generic email, because the
latter gives the impression that you don’t care as much. People actually really
enjoy talking about themselves and topics that they find interesting – all you
have to do is cultivate that interest and enthusiasm by showing your own.
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