My decision to do interviews – alongside
playing video games themselves – was a very specific one. Through these
methods, I’m aiming to get insight both into how the game environments are
conceived and designed (through
talking to their designers), but also how they are experienced when played (through playing them myself),
and how the two inter-relate.
As such, my research isn’t as
solely focused on the interviews as my undergraduate dissertation, when I did
31. This time I’m only doing around 10. But they still need to be rigorous, to
get the most useful information as concisely as possible. The interviews are
also my main way of communicating with people in the games industry, so I want
to try and build good relationships with the developers to raise the status of
my research. If done right, research can be as influential for industry as
industry is for research.
Thanks to my extensive experience
in conducting interviews, I’ve developed an effective process for preparing and
carrying out interviews. I’ll talk through some elements of this now.
Preparation and interview schedules
Preparation and interview schedules
Preparation is crucial, because
to get valuable responses you need to ask good questions, and also create a
strong rapport with the interviewee. The key element is the interview schedule,
a document which sets out a plan for how the interview will be structured.
This isn’t meant to be rulebook,
though. I’m doing semi-structured
interviews, which means that although I’m guiding the conversation, I’m leaving
plenty of room for the interviewee to talk about what matters to them. After
all, because I’m not a game designer myself and do not know all the ins and
outs of making a game environment, I’d probably miss out on a great deal of
important information by simply going through a set list of questions directed
by me, with little room for elaboration.
Instead, my interview schedules
are thematic. I don’t want the
interview to be a completely unstructured conversation, otherwise there’s a
greater risk that I won’t get any answers to my research questions. So instead
I write down some themes that I want to cover, with ideas of questions I could
ask based on my research questions and prior knowledge of the topic. Then, as
the conversation flows, I can choose appropriate moments to respond and dig
deeper into what the interviewee is saying specifically, or ask a question from
a relevant theme in my schedule to guide the conversation a little more towards
my research purposes.
It’s a bit of give and take – a
conversation with a purpose.
Like the emails I initially send
to contacts, the schedule themes/questions are tailored to the individual
interviewee, based on prior knowledge about their specific game(s), any
previous talks/articles/interviews they’ve done on the topic, and anything
we’ve talked about before the interview in person or via email. Sometimes I
might want to dig deeper into something they’ve mentioned before; other times I
might identify something relevant that they haven’t talked about. Some of the
questions I’ve asked to other interviewees are repeated, if they’re
appropriate, and worked well before. Overall, as you learn more with each
interview, and encounter different people, the interview schedule is also
adapted.
Skype interviews
Skype interviews
Let’s talk about the interviews
themselves. As all of my interviewees live far away from Kent, and are all busy
with upcoming projects, every interview has so far been on Skype. Skype
interviews actually have a lot of advantages over face-to-face interviews.
They’re easy to record at high quality, using free call recording software from
the internet (check out Amolto Call Recorder), which removes a lot of the
worries of hurriedly noting down everything. The recordings also tend to be
clearer because they usually take place in quiet surroundings with both
speakers close to the microphone, unlike face-to-face interviews which often
take place in more public spaces, with background noise and awkward seating
arrangements.
You can also choose whether to
use video or not. Video allows you to see and interpret the body language of
the interviewee, and communicate more directly. Audio-only, however, means that
you can concentrate more on what the interviewee is saying, less conscious of
your own body language and surroundings.
The day of the interview
The day of the interview
On the day of the interview, a
sensible routine is good practice. If it’s early, I make sure I set plenty of
alarms and give myself comfortably enough time to get ready in the morning. I
have a sort of mental checklist of things I do – make sure the interview
schedule is printed off and laid out in front of me; make sure I have paper and a pen ready; make sure I’m online on
Skype at least 5 minutes before the start time, with the call recording
software running; make sure I have a drink nearby and have eaten; put up
post-it notes of anything specific that I want to remember; and ensure that my
laptop is in a good position for the webcam and microphone.
It can sometimes be a bit
nerve-wracking before interviews, particularly when you are talking to people
with any kind of status. My first interview for this project was with one of my
absolute heroes of game design who knows a lot about the topic, and having also
not interviewed for quite a long time, I was somewhat nervous. Once you get
into a rhythm, though, it’s fine. It’s all about easing yourself and the
interviewee into the conversation.
The interviews themselves have
gone really well so far. I can already sense how much my interview technique
has improved since my undergraduate research.
I’m better at picking up on
details of what the interviewee is saying, and then using them in subsequent
questions to dig deeper and find out more about what they’re thinking.
I’m
generally better at framing my questions in a way that gets the interviewee to
talk at length about what they feel is relevant – using question structures
such as ‘Tell me about…’, ‘What do you think about..’, etc.
I’ve also improved
how I manage the flow of the conversations, starting with simple and broader
questions, and then following the different trains of thought to reach the
important, useful details.
And lastly, I have a much better sense of when the
interview should stop. In the past, I’ve asked more questions than I needed to,
simply because I assumed I would get more relevant information. But longer
interviews take more time to transcribe, and answers aren’t always as
informative when you and the interviewee lose momentum.
Transcription
Transcription
Transcription is the final step
before analysis. This is the often painstaking process of typing up each
interview word for word, so that what was said can be analysed easier. It can be very lengthy, depending on the speed you type, the quality of the recording, and how fast the interviewee speaks. 1 hour of recording will typically take 5 - 7 hours to transcribe.
However, you also don't always need to copy every single word that is said. For example, the initial greetings and small talk you make with the interviewee, or if the interviewee decides to go off on a tangent that is definitely not relevant to what you're talking about. It can happen.
For this
project, I’ve learnt from past mistakes and made sure to transcribe my
interviews as soon as possible after doing them. Doing this means that what was
said is still fresh in your mind, and ultimately allows you to analyse the
interview sooner.
There are other benefits to
thorough transcription, though. As well as giving you greater familiarity with
your data, which helps with analysis, it can also help you improve your
interview technique. Every now and then I’ll listen to something I’ve said
during an interview and cringe, realising how I could have phrased it much
better, or notice a detail that I should have asked more about. I can then
learn from these errors in the next interview.
_________________________________
All in all, I’ve immensely
enjoyed the interviews so far. I’ve always loved this part of researching,
because it is such a pleasure and a privilege to meet new and interesting
people, and learn from their unique viewpoints on topics that I also find
interesting. I’m very grateful to all the game developers I’ve spoken to so far,
and thank them for their time.
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