Wednesday, February 08, 2012

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Survey results

Article in the Journal of Integral Theory and Practice (JITP) - SUNY Press

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Designing Video Games as “Trojan Horses” to Catalyze and Integrate Human Development

By Moses Sillbiger, M.A.

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JITP article's complementary information

Empirical Analysis:

Survey results
* Observation: This survey was made around February 2008, and many of its results may (or most certainly will) be outdated.

Fifth Methodology:
Empirical Analysis Method and Research Design


Mixed Methods and Integral Research  - Empiric Survey

Inquiry into the potential use of video games for purposes beyond entertainment, especially related to personal and spiritual (or religious) growth

Introduction Survey (% of full responses)

Name:  (97%)    
Gender: (M: 79) (F: 58) (98.7%)    
Age: 18 to 69 years (98.7%)    
Profession(s): Various (98%)

References - Legends

General = All groups
G (1), (2) and (3) = Type of Groups

Group (1): People related to the subject of personal and spiritual growth
Group (2): People related to the subject of video games and video game design
Group (3): People related to the subjects of groups (1) and (2)


Click here to see
more info about the survey

% = % Responses
#  = # Responses
Bold numbers: Higher Scores


Never

Very rare

Some
times

Very often

Always

Survey questions
1. I have played video games…


GENERAL: very often (29.5%)
G (1): (54.9%) very rarely 
G (2): (43.9%) very often
G (3): (45.9%) very often

10

34

38

43

21

If yes, how many days approx. have you 
played in the past 12 months?

Continuation: And/or in your whole life?
(# of days, excluding last year)


36 )1-7
( 19 )8-30
( 23 )31-90
( 32 )91-270 
( 23 )271-365 

GENERAL: 1-7 (27.1%)
G (1): (73%) 1-7
G (2): (31.6%) 91-270
G (3): (30.8%) 91-270


( 12 )1-7 ( 14 )8-30 ( 17 )31-90 ( 17 )91-270 
( 8 )271-365 ( 74 )365+

GENERAL: 365+ (52.1%)
G (1): (26.1%) 365+
G (2): (67.9%) 365+
G (3): (61.5%) 365+


2. I experienced some growth while playing a video game.

GENERAL: sometimes (54.3%)
G (1): (52.9%) sometimes
G (2): (52.6%) sometimes
G (3): (56.4%) sometimes

14

21

79

30

4


(91) Intellectual


(45) 
Emotional


(96)
Coordination


(
98)
Reflexes


(38) 
Other 
(see
< a href="http://integraleye.com/audio/surveyanalysis.html">survey analysis)

 


Strongly

disagree

Tend
disagree

Maybe

Tend agree


Strongly

agree

3. Besides entertainment, some existent video games can be used (indirectly or directly) to improve other areas or fields.

GENERAL: tend to agree (37.2%)
G (1): (47.1%) maybe
G (2): (48.2%) strongly agree
G (3): (57.5%) strongly agree

1

5

33

55

54

 

If yes, which area(s) or field(s) can these existent video games improve? (mark more than one option if needed)

GENERAL: teaching (79%)

G (1): (73.9%) teaching
G (2): (88.5%) training
G (3): (82.1%) teaching


(40)

(70)

(63)

(66)

(64)

(50)

(44)

(25)

Life Coaching

Fitness

Health

Relationships

Professional

Self-Help

Spiritual

Religious

 


Strongly

disagree

Tend
disagree

Maybe

Tend agree


Strongly

agree

4. In the future, some video games are going to bepurposefully designed to improve other areas or fields, moving beyond entertainment purposes.

GENERAL: strongly agree (58.8%)
G (1): (58.8%) tend to agree
G (2): (69.6%) strongly agree
G (3): (77.5%) strongly agree

3

2

9

47

87


If yes, when do you think this could happen? 

GENERAL: is is already happening (70.7%)
G (1): (46%) # year(s)
G (2): (89.3%) it is already happening
G (3): (80%) it is already happening

 

( 104  )
It is already happening


(10)
Varied spectrum of month(s)


(33)
Varied spectrum of year(s)



(4 )  
I can’t see it

Which area(s) or field(s) could those future video games improve? (mark more than one option if needed)

GENERAL: teaching (84.3%)
G (1): Match (86.8%) teaching  (86.8%) training
G (2): (86.8%) training
G (3): (94.7%) relationships


(80)

(91)

(95)

(98)

(103)

(93)

(85)

(58)

Life Coaching

Fitness

Health

Relationships

Professional

Self-Help

Spiritual

Religious

Strongly
disagree
Tend
disagree
Maybe Tend agree Strongly
agree

5. From all the communication media existent today, video games have one of the greatest potentials to enhance the learning and absorption of various kinds of information, meanings and messages, both in intellectual and emotional ways.

GENERAL: strongly agree (37.4%)
G (1): (46%) tend to agree
G (2): (46.4%) strongly agree
G (3): (60%) strongly agree

2

12

28

50

55

 


Strongly

disagree

Tend
disagree

Maybe

Tend agree


Strongly

agree


6.
From all the communication media existent today, video games have one of the greatest potentials to enhance the experiential (embodied) learning and absorption of various kinds of practical actions, skills and behaviors.

GENERAL: strongly agree (39.2%)
G (1): (37.3%) tend to agree
G (2): (50%) strongly agree
G (3): (55%) strongly agree

1

11






24

54

58

 


Strongly

disagree

Tend
disagree

Maybe

Tend agree


Strongly

agree

7. Some existent video games could be alternatively used to facilitate a gradual:

 

 

 

 

 

a) Personal growth in individuals coming from different level of maturity and development.

GENERAL: maybe (41.6%)
G (1): (54.2%) maybe
G (2): (42.3%) tend to agree
G (3): (36.1%) tend to agree

4

13

57

49

14

If yes, which game(s)? 87 various answers (See open ended responses)

b) Spiritual (or religious) growth in individuals coming from different levels of maturity and development.

GENERAL: maybe (37%)
G (1): (47.9%) maybe
G (2): (39.6%) tend to disagree
G (3): (36.1%) tend to agree

12

41

51

26

8

 

Strongly
disagree

Tend
disagree

Maybe

Tend agree

Strongly
agree

If yes, which game(s)? 54 various answers (see open ended responses

8. In the future, some video games are going to be
purposefully designed to facilitate a gradual:

< ;/td>

a) Personal growth in individuals coming from different levels of maturity and development.
GENERAL: TEND TO AGREE (44.2%)
G (1): (45.8%) tend to agree
G (2): (47.2%) tend to agree
G (3): (52.8%) strongly agree

ns/editors/tinymce/jscripts/tiny_mce/themes/advanced/langs/en.js" type="text/javascript">

1

5

26

61

45


If yes, when do you think this could happen? 

GENERAL: it is already happening (46.8%)
G (1): (54.8%) # year(s) 
G (2): (61.7%) it is already happening
G (3): (52.9%) it is already happening

 

( 58  )
It is already happening


(12) 
Varied spectrum of month(s)


(52)
Varied spectrum of year(s)



(5)  
I can’t see it

 

What area(s) would still need to be improved to make this happen? (mark more than one option if needed)

GENERAL: designer’s intentions (73.9%)
G (1): (82.3%) designer’s intentions
G (2): (69.8%) deeper storytelling
G (3): (77.1%) designers intentions


(15)

(13)

(58)

(75)

(74)

(83)

(99)

(66)

(93)

(75)

Hardware
power


Visual graphics

More body
interactivity

Emotions
Characters

Market’s
Demand

Studios’
Intentions

Designers
Intentions

Different themes

Deeper
Storytelling

Higher morals
and value
s

b) Spiritual (or religious) growth in individuals coming from different levels of maturity and development.

GENERAL: tend to agree (33.8%)
G (1): (42.6%) tend to agree
G (2): (35.8%) maybe
G (3): Match (34.3%) tend to agree – (34.3%) strongly agree

6

17

41

46

26


If yes, when do you think this could happen? 

GENERAL: # year(s) (50%)
G (1): (61%) # year(s)
G (2): (53.7%) # year(s)
G (3): (48.5%) it is already happening

 

( 37 )
It is already happening


(10)
Varied spectrum of month(s)


(58)
Varied spectrum of year(s)



(11)  
I can’t see
it

 

What area(s) would still need to be improved to make this happen? (mark more than one option if needed)

GENERAL: designer’s intentions (73.9%)
G (1): (85.7%) designer’s intentions
G (2): (69.4%) designer’s intentions
G (3): (78.8%) designer’s intentions


(13)

(12)

(43)

(64)

(71)

(88)

(97)

(74)

(85)

(78)

Hardware
power

Visual graphics

More body
interactivity

Emotions
Characters

Market’s
demand

Studios’
Intentions

Designers
Intentions

Different themes

Deeper
Storytelling

Higher morals
and values

Never

Very rare

Some
times

Very often

Always

9. How often would you play a video game(s) purposefully designed to facilitate personal growth?
GENERAL: sometimes (43.4%)
G (1): (50%) sometimes
G (2): (49.1%) sometimes
G (3): (61.8%) very often

9

17

59

48

3

 

10. How often would you play a video game(s) purposefully designed to facilitate spiritual (or religious) growth?

GENERAL: sometimes (35.8%)
G (1): (39.6%) sometimes
G (2): (34%) sometimes
G (3): (37.1%) very often

20

33

49

31

4

11. Any additional comments?

GENERAL: 61 various comments (See open ended responses)
G (1): 24 comments
G (2): 14 comments


 

 

Click here to go the the main JITP 2010 article page.

Click here to see the the survey analysis.

Click here to see the open ended responses.