Game-based research, has a bright and expansive future. With digital games expected to expand in sales and usage, it seems the world will understand more about games over time and people of more cultures and ages will play them. Already, the age range of game-players has hugely grown and changed (the average social gamer is a 43 year old woman) and games are played in some of the most remote places on Earth – such is the magic and pull of games.
I believe fully-fledged, experiential and immersive games will be used with many modes of current and more futuristic technologies; virtual reality headsets can collect data while a game is played to provide in-context and in-the-moment insights on how participants might react to different scenarious, choices and experiences. Voice recognition will develop so that researchers will hear, not just read about, a participants’ experience or view on a product or service thus picking up on emotion and tone. But voice recognition will grow so that ResearchGames can eventually be completely narrated, providing further immersiveness and engagement and particularly useful for those who are hard of sight. Click on areas of the sub menu to find out more about how current and futuristic technologies can be used with ResearchGames in the not-so-distant futures, and read about my thoughts, based on secondary findings, on how combining research, games and upcoming technologies may evolve/change the market research industry.