This paper will examine new enabling tools in the manner of games that can be used to convert and enrich the conventional focus group discussion. This shall be demonstrated using a couple of case studies from Indonesia.
The use of games as a part of the qualitative toolkit, contrasting their use in market research with user experience, service design and design thinking, is addressed in this paper. The relevance of games and potential in Asia-Pacific is showcased trough the games and play that were used to better cased trough the games and play that were used to better understand motivations and behaviour in the finance sector in Indonesia. Furthermore demonstrated is how games are particularly relevant for Asia, that they reveal what Behavioural Economics states, and are a mechanism for teams to not just communicate new ideas but for stakeholders to vividly experience themselves.
Best paper award winner APAC Conference 2015: The emergence of "I" in Indonesia.