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

Digital features like virtual reality have hardly been used in the framework of data collection in qualitative social work research. Virtual reality holds specific promise because it allows the immersion of participants in a situation and has the potential to strengthen the ecological validity of data. In this light, we examined the use of a virtual reality serious game in qualitative in-person interviews in the framework of a prevention-oriented HIV social research project. We designed and developed an immersive virtual reality serious game, and integrated it into 24 problem-centred in-person interviews. The integration was feasible, and the virtual reality serious game was well accepted. It prompted participants to elaborate their lived experiences more extensively and in depth. Participants subsequently recalled episodes they had not mentioned before, complemented their narratives and brought up new topics. The atmosphere became less formal, and participants were even more communicative. The use of virtual reality seems to have the potential to open up new perspectives, broaden epistemic possibilities and complement the qualitative methods used to investigate, in particular, verbal and non-verbal communication and interaction processes. From an ethical perspective, the use of virtual reality should be well reflected upon regarding possible after-effects for the participants.

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