Publication: Effects of Gamification on Participation and Data Quality in a Real-World Market Research Domain

Gamification has become an increasingly popular way to improve user engagement and motivation, but there is currently a lack of empirical research to demonstrate that increased gamification provides these benefits. To help address this problem we designed three versions of a gamified market research survey and tested them alongside the established industry standard in a study of over 600 participants. We also highlight examples where game elements compromise respondent data, and provide design solutions that correct the problem without losing the motivational benefits of gamification.

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Participants

Jared Cechanowicz Carl Gutwin
University of Saskatchewan
Briana Brownell Larry Goodfellow

Citation

Cechanowicz, J., Gutwin, C., Brownell, B., Goodfellow, L. 2013. Effects of Gamification on Participation and Data Quality in a Real-World Market Research Domain. In Gamification 2013, Stratford Ontario. 58-65.

BibTeX

@inproceedings {324-135_Camera_Ready_Effects_of_Gamification_on_Participation_and_Data_Quality_in_a_Real-World_Market_Research_Domain,
author= {Jared Cechanowicz and Carl Gutwin and Briana Brownell and Larry Goodfellow},
title= {Effects of Gamification on Participation and Data Quality in a Real-World Market Research Domain},
booktitle= {Gamification 2013},
year= {2013},
address= {Stratford Ontario},
pages= {58-65}
}