IFB Gaming is the first games-based research and learning organisation in England.
The I-F-B in IFB UK and IFB Gaming stands for International Friends Bureau
IFB was born from 2x Longitudinal and Cross-Sectional quantitative and qualitative virtual-ethnography conducted at the University of Portsmouth between 2010-15.
2005 – Virtual Ethnography
Virtual ethnography is ethnographic research conducted in online settings. During any VE, ethnographers are interested in studying online cultures and spaces.
Ethnographers often engage in fieldwork to immerse themselves in the digital cultures and spaces that they are studying. Virtual ethnography is basically the study of online communities and cultures in online environments and spaces.
Virtual Ethnography has been termed differently by various researchers and different disciplines. Other terms used to described ethnographic research online are digital ethnography, netnography, online ethnography and cyber ethnography.
At this stage of the VE, we understood and captured the motivations behind the sudden influx of video game users to social media shortly after the proliferation of Facebook in 2004.
2010 – Virtual Ethnography
At this stage, the VE explored the extent of modality switching from the gaming paradigm and the vitality of online communities as a social accommodator.
2011 – Cross-Sectional Analysis
A cross-sectional study is a type of observational study that analyses data from a population, or a representative subset, at a specific point in time.
2015 – Cross-Sectional Study
Conducted in partnership with Dr. Andrew Lee & Dr. John Daly (University of Portsmouth)
2018 – Online Centres Network
IFB joins the UK’s Online Centres Network
2019 – IFB is formalized by John Adewole
You can access IFB Research here