Economics of gamification in a "better, quicker, cheaper" world

Let's take resistance to change, norms, etc, aside for a moment and focus on the pure economics of gamification. As research vendors, we're asked to produce better, quicker, cheaper research. Programming a survey can be done in minutes/hours at a low cost. Producing a good game can cost millions and take years in the making (which sometimes ends up with massive commercial failures...). What kind of costs are we talking about to produce a decent game that will indeed produce the intended improvement in data quality? Can the game be "good enough" if it's done cheaply? Can it scale beyond that one cute demo that took months to build? What type of research projects can work with these budgets and timings?



5 votes
Idea No. 18