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

@inproceedings{Cechanowicz2013EffectsOG,
  title={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},
  booktitle={Gamification},
  year={2013}
}
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… CONTINUE READING

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