Effects of gamification on participation and data quality in a real-world market research domain

dc.contributor.authorCechanowicz, Jared
dc.contributor.authorGutwin, Carl
dc.contributor.authorBrownell, Briana
dc.contributor.authorGoodfellow, Larry
dc.date.accessioned2015-08-11T20:22:58Z
dc.date.available2015-08-11T20:22:58Z
dc.date.issued2013
dc.description.abstractGamification 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.refereedYesen_US
dc.identifier.doi10.1145/2583008.2583016
dc.identifier.urihttp://hdl.handle.net/1880/50888
dc.identifier.urihttps://doi.org/10.11575/PRISM/46293
dc.publisherACMen_US
dc.publisher.urlhttp://dx.doi.org/10.1145/2583008.2583016en_US
dc.titleEffects of gamification on participation and data quality in a real-world market research domainen_US
dc.typeunknown
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