MANAGEMENT1 Table of Contents Introduction......................................................................................................................................2 Difference between qualitative and quantitative research method..................................................2 Qualitative research method........................................................................................................2 Quantitative research method......................................................................................................2 Differentiation..............................................................................................................................2 Comparison of two articles..............................................................................................................3 Research objective.......................................................................................................................3 Research approach.......................................................................................................................4 Research method..........................................................................................................................5 Strengths......................................................................................................................................6 Weaknesses..................................................................................................................................7 Limitations...................................................................................................................................7 Ethical issues...............................................................................................................................8 Conclusion.......................................................................................................................................9 References......................................................................................................................................10
MANAGEMENT2 Introduction The purpose of the report is to compare the qualitative research approach and quantitative researchapproachbasedontheselectedtwoarticles.Thearticlesare“Forcesaffecting perception of product comments on social‐WOM: An interactive, relational communication perspective” and “From Super Mario to Skyrim: A framework for the evolution of video game consumption”.Therefore, the objective of selected first article is “to investigate the factors which affect the opinions as well as perception of product comment on social-WOM”, in this article quantitative with deductive approach is used by the researcher. The purpose of other selected article is “to understand the evolution made in consuming video game” and study is conducted by using “qualitative with inductive approach”. Difference between qualitative and quantitative research method Qualitative research method Qualitative research is the scientific technique for observing and gathering non-numeric data and information, this support the researchers to accomplish the objective of conducting the research. In this various themes are identified, personal interview, focus group are selected to gather the information regarding the qualitative information(Marx et al., 2017). This techniques s used it is because it helps in uncovering the thoughts and opinions of the respondents as well as allow the researchers to understand the problem in-depth. Quantitative research method Quantitativeresearchis defined as a systematic investigation of phenomena by gathering quantifiabledataandperformingstatistical,mathematical,orcomputationaltechniques (Goertzen, 2017). In this method various descriptive and inferential statistics is conducted, a systematic investigation is conducted as well as survey method is used for testing the developed hypothesis. This techniques and approaches are used because of providing insight about the problem and helps in developing the ideas and hypothesis ofproposed research.
MANAGEMENT3 Differentiation The quantitative research method is used to collect the numeric data and it is used where scientific results are being achieved and researchers have idea about the expectation of the proposed problem(Padilla-Díaz, 2015). However, in comparison to this qualitative research is used to gather non-numeric data and used where are researchers does not have idea regarding the expected outcomes. This is manly used for describing the problem and developing the approach for the proposed problem.The main objective of the qualitative method is to describe, explore and discover as compared with quantitative method which highly concentrate on describing, explaining and predicting. In the qualitative type of study research exploratory type of research and in quantitative research researchers used descriptive type of research(Percy et al., 2015). The qualitative research focuses on answering the questions which provide clarification of “What” and “Why”. However, in comparison to this quantitative method provide information to the “How many” questions(Martin et al., 2017).In the data collection the qualitative type of research used unstructured and semi-structured techniques in comparison to quantitative research which used structured techniques. In qualitative research information gathering is done through taking small sample size and in quantitative method statistical technique is used by selecting large sample size so that more information will be gathered about subject matter(Sovacool et al., 2018). In the qualitative method the data analysis is done through themes, coding etc and in comparison to this data evaluation in quantitative method is done through statistical inference. Comparison of two articles Research objective Researchers revealed that social media is considered the marketing platform for promoting the products and services so that needs and requirements of the consumers will be meet. In the present year social media play an important role in attracting more consumers to buy the products in this marketing consumer give their preferences and opinion about the content of the product on webpage(Hanh Le et al., 2017). Therefore, it alsosupports the consumers to gain information about the advantages and benefits of the products, in this perception of other consumers are also taken into consideration. The more use social-WOM (s-WOM) is changed the overall application and marketing of products and services. It is because in this consumers
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MANAGEMENT4 can provide feedback and comments on the s-WOM posting and through this it can also evaluate and utilize the comments of the other consumers on social media(Hanh Le et al., 2017). The major aim of the study is to explore all the predicting factors for the product perception comments on WOM on social media. It is because the comments of the products is considered one of the most efficient and cost-effective tool of marketing because of providing overall information about the product as well as through this other consumers can also gin information regarding the satisfaction of the consumers by the products(Teherani et al., 2015). However, in comparison to this in other article Researchers revealed that video games is achieved the significance of influencing the social and culture factors. Therefore, gaming is become the major approach in displacing the other forms of entertainment(Kuo et al., 2017). Researchers describe that not much of the study is conducted to understand the significance of social and cultural factors in exploring the phenomenology of videogames. The research is also focusing on providing information about the dimensions which increase the conflicts and raise the challenges by using new technology, in the present study video game technology is used it is because consumers increase their relationship with the games. The present research is focusing on providing information about the consumption of video game and effect of the evolution on the consumers(Kuo et al., 2017). It is because researcher describes that from the consumer’s perspective the most of the discernible change which presented in generating the video games are done because of improving the graphical realism. Research approach To understand the factor affecting product comments opinion researchers adopted “quantitative with deductive approach” is used it is because in this study hypothesis is developed which is based on the existing theory which includes social information processing theory; it is theory which is mainly used for the interpersonal communication. In this theory consumers focuses on developing the interpersonal relationship(Hanh Le et al., 2017). Therefore, in this theory online communicators supports in transmitting, generating as well as managing the interpersonal relation for delivering the effective and adequate information(Suresh & Rao, 2018). In this study researchers also develop hypothesis by focusing and investigating the application of the theory which includes “In the social media community, the perceived intimacy of interaction
MANAGEMENT5 leads in decreasing environmental uncertainty as well as also results in increasing sWoM involvement in the product comment. The deductive research approach it is because this leads in providing information about the effects of informality on the environmental uncertainty as well as involving in the products comments. This also leads in examining the data regarding the influence of product involvement comments on the quality, validity and trust ability of the product comments(Sovacool et al., 2018).Therefore, this approach also support the researchers to understand the perception and relationship of the product comment and investigation is made by focusing on various terms which includes intimacy, task orientation as well as dominance. However, in comparison to this in other article In the present researchQualitative with inductive approach it is because researchers focusing on gathering various theories which are used in adopting the information regarding the evolution of video games(Kuo et al., 2017). This also support in providing changing perception of the consumers towards the innovation and creativity of the video games. It supports the researchers in providing adequate answer about the research questionsand throughthisinformationresearchreachtotheconclusionof theresearch (Goertzen, 2017). This research approach is used because it helps the researchers to examine the manner in which the consumers renegotiate the association of the individuals with the video games. It is because of more evolution in the video games due to continuously increase in innovation and organizing different methods and theories so that connection among the player, videogames will be identified(Kuo et al., 2017). Therefore, it also focuses on providing information about the evaluation which affects the empowerment, transformation through which designing of the video games is affected(Gog, 2015). Researchers describes that game play describe the different association of the machines which helps in developing the new innovation in the game and this leads in affecting the behavior of the consumers. This help in providing information about the existing literature about the gaming engagement of the consumers(Gog, 2015). Research method In first article that is for understanding opinion for product comments researcher used survey method in which research is conducted in Taiwan, it is because estimation describes that in
MANAGEMENT6 Taiwan about 60% of the activities are conducted through online by using social media(Hanh Le et al., 2017). In the present study researchers is mainly focused on getting the information in support of the Facebook content. This application is selected by the researchersit is due to the reason that Facebook is considered one of the leading and well-known platform for transmitting the information and sharing the content(Percy et al., 2015).Therefore researchers selected students of University to participate in providing information about the subject matter. The selected participates were between the age of 18-29 year, in Taiwan majority of the students were the Facebook users. The University was having 10,000 students in which researchers selectedsamplewere250fromeveryuniversity,eachparticipatesgetsequalchanceto participate in the study(Hanh Le et al., 2017).The questionnaire were distributed in three weekends and provide various benefits to the researchers it is because of involving large number of participates in the study. Further, researchers only received 470 questionnaire this motivate the researchers to get more opinions and perceptions of participates. However, in comparison to this in other article qualitative method is used it is because in this researchers reviewed various existing article to understand the historical timeline for evolution of video games(Kuo et al., 2017). In this various opinions of different authors is taken into consideration so that it provide information regarding the framework of the gaming engagement (Sovacool et al., 2018). In this literature revealed that players, narrative and game play are involved.Theexistingliteraturealsoprovidedataandopinionsaboutconflictsabout consumption of the video game it is because of providing different dimensions of the challenges which increased due to adopting the new innovative technology. It is important to use the qualitative method because in this researcher recorded the results of taking qualitative personal interview because of understanding the shifting of phenomenological experience so that modern gaming characteristics experience is revealed(Kuo et al., 2017). This method is important because this describes in providing information about the consequences of the video game evolution and also leads in increasing information about the ratio among which connected between the factors are identified(Kuo et al., 2017). This technique leads in receiving accurate data about maintaining coordination between innovation as well as direction so that opportunities, conflicts and difficulty within the video game will be recorded.
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MANAGEMENT7 Strengths The strengths of survey method is that it support the researchers to get valid and adequate results that is it product comments leads in increase intimacy, quality, informality and maintain ease in conducting the study(Hanh Le et al., 2017).It is the low cost method it is because through adopting this method researchers include more students of the university which support them to receive more opinion and perception of the participants in the study(Pavlineri et al., 2017).The method also helps the researchers to use appropriate method for data gathering according to the requirements of participates. However, the strengths of personal interview is that it is highly deep and flexible it is because of getting more information about the consumers, in the present study respondents with their relations for video games is provided(Kuo et al., 2017). Therefore, it is adaptable because of usingthe literaturereviewtechniquefor using theoriesand frameworkso thatdifferent perception of different authors is recorded(Queirós et al., 2017). This method provide more support to the researchers because this leads in clarifying misunderstanding regarding the questions which is to be asked from the consumers according to their needs and requirements so that responses will be used in the data. Weaknesses The survey method also has some weaknesses which includes that it is inflexible and cannot establish causality. The weakness of the study is large sample size which decreases the validity of the information and reduces the ability of the researchers to accomplish objective of the research(Martin et al., 2017). The majority of the respondents do not provide accurate answers it is because of overlapping of the relational communication which includes relaxation as well as immediacy.Therefore, the survey method used in the study also has more weakness that is does notprovideproperinformationaboutcrucialimplicationaboutonlinesocialmedia communication(Iacobucci, 2016). However, the weaknesses of personal interview is that this leads in increasing time and cost of the researchers because of conducting the research accord to the needs and requirements of the subject matter(Kuo et al., 2017). The researchers also find challenging in summarizing all the responses of the respondents it is because of different opinions about video game. In this researchers also involve in biases among the consumers due to interacting with large number of
MANAGEMENT8 consumers to understand their increasing commitment of the consumers towards video game. Therefore, this reduces the capability of researchers to get adequate results(Marx et al., 2017). Limitations The limitations of first article is that the researchers selected Facebook users but does not provide adequate data regarding the particular product offering so that products comments will be investigated. The researchers does not include proposed framework to understand the other nationalcultureitisbecausecultureisconsideredthemajoraspectsinaffectingthe communication of human being(Hanh Le et al., 2017).The study does not include product type through which information does not provide accurate information it is because product type is become major approach in influencing the motivation and purchasing decision of the consumers. The study should have been improved by including other segments in the study it is because through this each respondent gets equal chance in providing their opinions about the subject matter. Further, study can also use framework to test the validity of trust and quality because it is the main factors in influencing the purchase decision of the consumers(Hanh Le et al., 2017). However, in comparison to this limitation of second article is that it does not focus on the particular dimensions so that information is gathered about the virtual reality. The study does not provide adequate information about the reasons of using of video game by the consumers(Kuo et al., 2017). It is because this leads in providing adequate information about the perception and opinions of the consumers about the evolution of video games. The limitations of the study are also does not give information about the relationship of the video games with the status quo and satisfaction of the consumers. This describes that present study does not give complete data about subject matter and study also not include the medium which push the consumers to purchase video games(Kuo et al., 2017). Ethical issues There are various ethical issues involved in conducting study with survey method which includes that there is lack of objectivity it is because of there are biases among the participants in collecting the data. Further, it also becomes difficult to maintain confidential information because of following sensitive information about the consumers for the products(Hanh Le et al., 2017).The study will also become difficult in maintaining openness about the subject matter it is
MANAGEMENT9 because of managing confidentiality and removing inadequate information. Therefore, it is become challenge to maintain the reliability in the study and reduce availability and validity of the research. However, in comparison to this there are several ethical issues which involved in conducting study through personal interview that is difficult in maintaining legality. It is because various articles were reviewed to get legal information about the subject matter, it is become challenge to investigate and select accurate information that is data which is ethically proven(Kuo et al., 2017).Further, it is also become challenge to maintain openness and carefulness in the study, this is due to the reason that two methods is selected for gathering information such as literature review and personal interview so that more respondents gets involve in the study. Conclusion From the above it is concluded that quantitative research helps in providing numeric data whereas in comparison to this qualitative research in providing non-numeric data about the subject matter. Therefore, the articles provide information about survey method and personal interview it is because through this more respondents get involved in the study. This also results in providing more information about the subject matter and maintains accuracy in the study. Further, disadvantages of these methods include it increase biases among the respondents and increasemisunderstandingbecauseofdevelopingquestionsthroughmanagementof respondent’s perception and subject matter of the study.
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MANAGEMENT10 References Goertzen, M.J., 2017. Introduction to Quantitative Research and Data.Library Technology Reports, 53(4), pp.12-18. Gog, M., 2015. Case study research.International Journal of Sales, Retailing & Marketing, 4(9), pp.33-41. Hanh Le, A.N. et al., 2017. Forces affecting perception of product comments on social‐WOM: An interactive, relational communication perspective.Journal of consumer behavior, 17(4), pp.393-406. Iacobucci, D., 2016.Marketing Management. Boston: Cengage Learning. Kuo, A., Hiler, J.L. & Lutz, R.J., 2017. From Super Mario to Skyrim: A framework for the evolution of video game consumption.Journal of Consumer Behaviour, 16(2), pp.101-20. Martin, F., Scott, J.M. & Thompson, J., 2017.Strategic Management: Awareness and Change. Boston: Cengage Learning. Marx, W., Haunschild, R. & Bornmann, L., 2017. Quantitative analysis of a highly dynamic research field.Journal of Grapevine Research, 56(1), pp.35-43. Padilla-Díaz, M., 2015. Phenomenology in educational qualitative research: Philosophy as science or philosophical science.International Journal of Educational Excellence, 1(2), pp.101- 10. Pavlineri, N., Skoulikidis, N.T. & Tsihrintzis, V.A., 2017. Constructed floating wetlands: a review of research, design, operation and management aspects, and data meta-analysis.Chemical Engineering Journal, 308, pp.1120-32. Percy, W.H., Kostere, K. & Kostere, S., 2015. Generic qualitative research in psychology.The Qualitative Report, 20(2), pp.76-85.
MANAGEMENT11 Queirós, A., Faria, D. & Almeida, F., 2017. Strengths and limitations of qualitative and quantitative research methods.Journal of Education Studies, 5(3), pp.112-20. Sovacool, B.K., Axsen, J. & Sorrell, S., 2018. Promoting novelty, rigor, and style in energy social science: towards codes of practice for appropriate methods and research design.Energy Research & Social Science. Suresh,S.&Rao,L.M.,2018.CCCORE:CloudContainerforCollaborativeResearch. International Journal of Electrical and Computer Engineering, 8(3). Teherani, A. et al., 2015. Choosing a qualitative research approach.Journal of graduate medical education, 7(4), pp.669-70.