Effects of gamification on participation and data quality in a real-world market research domain
dc.contributor.author | Cechanowicz, Jared | |
dc.contributor.author | Gutwin, Carl | |
dc.contributor.author | Brownell, Briana | |
dc.contributor.author | Goodfellow, Larry | |
dc.date.accessioned | 2015-08-11T20:22:58Z | |
dc.date.available | 2015-08-11T20:22:58Z | |
dc.date.issued | 2013 | |
dc.description.abstract | 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. | en_US |
dc.description.refereed | Yes | en_US |
dc.identifier.doi | 10.1145/2583008.2583016 | |
dc.identifier.uri | http://hdl.handle.net/1880/50888 | |
dc.identifier.uri | https://doi.org/10.11575/PRISM/46293 | |
dc.publisher | ACM | en_US |
dc.publisher.url | http://dx.doi.org/10.1145/2583008.2583016 | en_US |
dc.title | Effects of gamification on participation and data quality in a real-world market research domain | en_US |
dc.type | unknown |
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