Digitalising qualitative social research? On the potential of digital features to enhance data collection in qualitative research: the example of a virtual reality serious game in a qualitative research project

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Author (Corporation)
Publication date
2023
Typ of student thesis
Course of study
Type
01A - Journal article
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Supervisor
Parent work
European Social Work Research
Special issue
DOI of the original publication
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Series number
Volume
1
Issue / Number
1
Pages / Duration
118-139
Patent number
Publisher / Publishing institution
Policy Press
Place of publication / Event location
Bristol
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Practice partner / Client
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ISSN
2755-1768
Language
English
Created during FHNW affiliation
Yes
Strategic action fields FHNW
Publication status
Published
Review
Peer review of the complete publication
Open access category
Hybrid
License
'https://creativecommons.org/licenses/by-nc-nd/4.0/'
Citation
Gredig, D., Bigoni, D., Bogdanovic, J., Weber, P., & Korkut, S. (2023). Digitalising qualitative social research? On the potential of digital features to enhance data collection in qualitative research: the example of a virtual reality serious game in a qualitative research project. European Social Work Research, 1(1), 118–139. https://doi.org/10.1332/GIJN1218