Qualitative study
Perceived connections between information and communication technology use and mental symptoms among young adults - a qualitative study by Thomée et al. BMC Public Health, IF 2.08.
- Which qualitative method or methods are used in the paper? Which are the benefits and limitations of using these methods?
- What did you learn about qualitative methods from reading the paper?
How data in a qualitative study is sorted out based on, in this case, by high ICT use and then categorized. Then these categories were compared and sorted and a model developed. The single quotes from individuals really tell a lot, however a problem is that it's a perception perhaps not always representative of the whole study group.
- Which are the main methodological problems of the study? How could the use of the qualitative method or methods have been improved?
- Briefly explain to a first year university student what a case study is.
According to what Eisenhardt writes in "Building Theories from Case Study Research", a case study is a research method that can include references to both quantitative and qualitative research. It can include quantitative research as means of evidence, and as protection against false conclusions from qualitative data. It normally also includes the richness of qualitative description to enable the construction of new theories and to explain the collected quantitative data.
A case study may include cases either randomly or orderly. The goal is to include samples of theories which can strengthen the new theory. During the research process, the case study may change data collection methods, since the goal is not to summarize observational data but to learn as much as possible from each case. In the paper this is referred to as "Controlled opportunism".
The method may be useful when little is known about a phenomenon, when ideas around it are in conflict witch each other or with common sense.
- Use the "Process of Building Theory from Case Study Research" (Eisenhardt, summarized in Table 1) to analyze the strengths and weaknesses of your selected paper.
Strategies for designing
effective psychotherapeutic gaming interventions for children and adolescents by Goh et. al. from the journal
Computers in Human Behavior, IF 2.067.
-
Getting started-
Mental
health professionals would like to use computer games as treatment to mental illness
in children. However, there's little evidence if the effectiveness of this
method, explained with references to quantitative studies of mental health
conditions in children.
-
Method-
The paper
reviews computer gaming literature of
"specified population" found by searching online databases. They
have added articles and books of interested when "stumbled
upon". A method described by Eisenhardt.
-
Goal
Create guidelines
and strategies for psychotherapeutic game design.
It's
explained that even though CBT has been successful, new methods should be
explored, and children are comfortable using ICT.
-
Enfolding Literature-
The paper
compares contradicting studies of how computer games affect the mental state. Like described by Eisenhardt.
It chooses to promote the positive theory, which indicates that games can be
used as psychotherapeutic tools if correctly designed.
There's a discussion about strengths and weaknesses of games with the
weaknesses being addiction and increased aggressiveness. All is backed up by
references.
-
Analyzing Data-
The authors bring up example studies on behaviour and computer games,
most seem to be qualitative.
Ideas of good game design are presented with references. One problem
found is that more boys than girls play computer games and there's no research
that can point out the exact reason. I see a potential problem of the resulting
theory due to this.
-
Games can't replace psychiatrists, but can be a good complement to
traditional methods.
The scope is narrowed towards the end by declaring that focus is not on successful treatment, but rather on acceptance of the game by the user.
-
The scope is narrowed towards the end by declaring that focus is not on successful treatment, but rather on acceptance of the game by the user.
-
The paper highlights
important points for game development
- Reinforcement of behaviours
- Motivation, example:
- Challenge
- Realism
Further research will be needed to actually come up with
what type of game to develop.
Some types of source studies have only been qualitative and cannot be
generalized and they're lacking quantitative sources too.
This "opportunistic" research method concludes that it relies on sources that do not exist yet, I suppose the positive side of that is that it's basically a suggestion to further research.
This "opportunistic" research method concludes that it relies on sources that do not exist yet, I suppose the positive side of that is that it's basically a suggestion to further research.
I found this to be a very interesting study. Computer games could be a very effective tools in the success of methods like CBT and for learning difficulties. Imagine if science reports were part of a cool game...

Hey Andreas!
SvaraRaderaNice looking blog. I found your work with Eisenhardt's steps good, and it helps us readers to really divide the steps in to subheads. Do you really think it helps to use such steps to break down a case study, and if yes, do you think you will use it outside this course? I organized Eisenhardt's process steps a bit different, but did not actually feel like it help me to get a better understanding of the text.
Hej Adam. Like I've written now in my reflection, I tried to justify the selection of my literature study/case study paper by following the instructions, and at the same time applying my own way of analyzing papers. I normally read through the paper and sum up each part. I don't think I'll use this method in my own research though. I think I learnt the most by discussing how others had interpreted case study and by complementing my knowledge by reading additional articles describing the method.
SvaraRadera