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

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Published:02 October 2013Publication History

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.

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    • Published in

      cover image ACM Other conferences
      Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications
      October 2013
      148 pages
      ISBN:9781450328159
      DOI:10.1145/2583008

      Copyright © 2013 ACM

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 2 October 2013

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      Gamification '13 Paper Acceptance Rate9of25submissions,36%Overall Acceptance Rate9of25submissions,36%

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