As I move forward from my recent intervention and tutorial, I’m planning for another intervention that builds on the learnings from previous research, interviews, and interventions. The focus will shift from trying to get a direct engagement through activities to developing resources that can facilitate and empower their social support networks. This pivot is informed by insights gained from my interviews and intervention, which highlighted that gamers who are socially anxious are more likely to participate in activities if they are invited by or accompanied by someone from their own social circle.
Addressing Engagement Challenges
From my previous intervention, I’ve recognized that it’s particularly challenging to directly engage with gamers who are uncomfortable in social settings. It has proven much more effective to connect through their more socially comfortable friends and family members. These individuals often understand the shy gamers’ needs and dynamics better and can serve as a bridge to encourage participation. This approach hopes to leverage existing trust and rapport, which is important when the target is more socially reserved.
New Plans
Previous research and interviews have highlighted the potential of tabletop games helping increase in-person social confidence. Additionally, from my previous intervention, I have learned that connecting with the shy and reserved gamer and also with the gaming community and its immediate circle in public settings is challenging due to the nature of some of their social habits. I had some limited success with my previous intervention solely because it coincided with the annual London Gaming Market, which was very lucky. Considering this, I believe the best approach from here on is through digital platforms. I want to develop digital resources for effectively distributing and communicating on the potential of tabletop games in helping improve a shy gamer’s face-to-face social confidence.
Objective
The main goal is to enable the immediate social circles of the gamers who are uncomfortable in social scenarios to use the developed resources to effectively invite and involve them in activities that enhances their social confidence. This method aims to equip the support networks with actionable insights to create an environment that promotes sustainable social growth and comfort.
Measure
To effectively gauge the outcome, I will focus on evaluation how well the resources empower the support networks of the socially uncomfortable gamers. The assessment process will include the following steps:
1. Gather a Focus Group: I will attempt to assemble a group of at least four participants, comprised by friends and family of gamers who struggle with face-to-face interactions. These participants will represent the primary users of our resources.
2. Resource Demonstration: During a session, I will introduce these participants to the resources, we’ll walk them through how each resource can be used to engage and support their friends and loved ones in enhancing their social interactions.
3. Pre-Intervention Interview: Before the session, I will conduct an interview to assess the participants’ initial confidence in their ability to assist their gamer friends or family members and their current level of understanding of the issues faced.
4. Post-Intervention Interview: After the participants have had some time to review the resources, I will conduct a follow-up interview. I want to measure any changes in their confidence and understanding, how prepared they feel to use the resources, and their intentions to apply what they’ve learned, or if they don’t feel ready, understand the reason why.
5. Long-term Follow-up: To assess the sustained impact, I hope to conduct follow-up interviews if possible to the support networks, and whether they’ve been able to apply and make a positive impact.