II. MARCO TEÓRICO CONCEPTUAL
2.3. BASE CONCEPTUAL
2.3.12. BENEFICIOS QUE LAS ACTIVIDADES FÍSICAS RECREATIVAS
In our research, we aim to measure airline pilots’ reaction to ourShuttle to Mars game, and the experience they have playing the game. For this purpose, we used (1) online questionnaires (see Appendix D) to collect qualitative data including some demographic information, as well as some quantitative data, and (2) audio-recorded semi-structured interviews (see Appendix D.5) to collect qualitative data.
For the qualitative study, we have chosen the research strategy ofgrounded theory[74]. The grounded theory approach aims to allow a theory to emerge from data about a reality that is being investigated. It uses a systematic set of procedures to inductively derive a theory from data that is collected and analysed pertaining to a specific phenomenon [186]. A grounded theory represents a reality. Therefore, it should make sense to the persons who were the object of study as well as those who practise in the same area.
6.2.2 Participants
All participants were recruited through connections with Dutch airline companies. Our research is aimed at providing experience for airline pilots with little experience. In con- sultation with airline pilots and a flight instructor, we quantified little experience as a maximum of 5 years and 2500 flight hours with an airline. After an open call for parti- cipation, initially, sixteen pilots showed interest to participate. However, at the start of the experiment, only five pilots were available to participate due to conflicting schedules. Each participant was informed about the purpose of the study and signed a consent form. All pilots were male, with a mean age of 31.2 years (SD = 6.3). They were first and second officers with three different airlines. On average, they had 2.6 years of experience working as a pilot for an airline company (SD = 1.1). In flight hours, their experience ranged from 1000 to 2300, with a mean of 1880 hours (SD = 870).
One participant reported to play games daily, on average, an hour per day. Three participants said that they play games a few times per week. The last participant rarely plays games. On average, the pilots say to play games for 30 minutes per week.
In addition to the young airline pilots, we invited three experienced flight instructors to participate in the study. The procedure for the flight instructors was identical to that for the airline pilots.
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All flight instructors were male. They were older than the other group (M = 39.3,
SD= 7.6) and their flight hours ranged from 5000 to 9000. All instructors were captains affiliated with an airline.
Participants and instructors all received reimbursement for time and travel expenses, in the amount of €100. As an incentive to complete all parts of the study, a modern smart-watch was raffled upon completion of the experiment by way of a random draw. Pilots and instructors all had an equal chance of winning the watch.
6.2.3 Procedure
The procedure consisted of five parts, pictured in Figure 6.2. Participants had a Start session in the NLR offices in which they acquainted themselves with the game by playing the tutorial (see Subsection 5.2.2). Then, in their own time and on their own personal computers, they played the game. It was divided into three blocks. Each block consisted of approximately 1 to 1.5 hours of gameplay and, on top of that, a questionnaire. Participants had one week to complete each block. They did not have to complete a block all at once. After completion of the game, the participants were invited back to the NLR offices for the final interviews. The interviews lasted 30 to 40 minutes per participant.
EXPERIMENT PROCEDURE Week 0 Week 1 Week 2 Week 3 Week 4 StM Start Questionnaire Start session StM Block 1 Questionnaire StM Block 1 Gameplay StM Block 2 Questionnaire StM Block 2 Gameplay StM Block 3 Questionnaire StM Block 3 Gameplay Interview
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All flight instructors were male. They were older than the other group (M = 39.3,
SD = 7.6) and their flight hours ranged from 5000 to 9000. All instructors were captains affiliated with an airline.
Participants and instructors all received reimbursement for time and travel expenses, in the amount of €100. As an incentive to complete all parts of the study, a modern smart-watch was raffled upon completion of the experiment by way of a random draw. Pilots and instructors all had an equal chance of winning the watch.
6.2.3 Procedure
The procedure consisted of five parts, pictured in Figure 6.2. Participants had a Start session in the NLR offices in which they acquainted themselves with the game by playing the tutorial (see Subsection 5.2.2). Then, in their own time and on their own personal computers, they played the game. It was divided into three blocks. Each block consisted of approximately 1 to 1.5 hours of gameplay and, on top of that, a questionnaire. Participants had one week to complete each block. They did not have to complete a block all at once. After completion of the game, the participants were invited back to the NLR offices for the final interviews. The interviews lasted 30 to 40 minutes per participant.
EXPERIMENT PROCEDURE Week 0 Week 1 Week 2 Week 3 Week 4 StM Start Questionnaire Start session StM Block 1 Questionnaire StM Block 1 Gameplay StM Block 2 Questionnaire StM Block 2 Gameplay StM Block 3 Questionnaire StM Block 3 Gameplay Interview
Figure 6.2: Procedure of the small-scale qualitative study for Shuttle to Mars (StM)