Games and research have a lot in common - because at their heart they are about problem solving. The main difference is surveys make no attempt at trying to engage the respondent and typically result in a boring experience for the respondent - which is why a 'good' survey is typically a short one. Perhaps instead of asking if gamifying surveys will deter a certain audience, we should actually be asking do non-gamified surveys deter a certain audience? I wonder which is more significant...
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