Is the study of gamification and it's application really a study in human engagement? Whether looking at Bartle's player types, Wu's player behavoiurs or other groupings and studies of how to get people to play, it seems that this is all a study of engagement. Almost a codificaiton of the very principles of what drives the consumer market. If so this should become a pillar of market research or at the very least "player ...more »
What are the implications when (or if) "gamified" online surveys become more prevalent? Will respondents refuse to participate in non-gamified surveys? Will all online surveys need to be gamified?
I am a newbie to the debate on gamification, so apologies if this is an old hat topic. I'm wondering if as the level of gamification increases on a study, you run the risk of getting different results as people start playing roles. Usually when I play a (video) game, I take more risks than I normally would, am more inquisitive, more willing to deviate from the norm. So would a game where I wasn't investing real time ...more »
Profitable games have two key ingredients: they are scalable (low marginal cost to support additional players) and sticky (those players play long enough to provide value to other players in the form of an active community). In a research context, how do you simultaneously solve for both?
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 ...more »
The term "gamification" seems to appear most often in the context of boring survey experiences. Quant providers seeking to liberate themselves and their participants from this drudgery might benefit from partnering with good qualitative research designers. We've had to make our research engaging, intriguing, challenging, and rewarding (in more ways than money) for a long time -- for participants as well as clients ...more »
Which types of research objective lend themselves best to a game-based research design....and why...?
I would like to test the panel's gamification credentials by asking them to pronounce "Csikszentmihalyi" correctly.
Is the rapid rise to stardom of 'gamification' (disregarding the fact that it's been used as an engagement mechanic for many years) likely to result in it becoming all too generic? I see a world where it is a) used by many, b) understood by few, and, as a result, c) lacking in any real impact in terms of deep, sustained engagement.
Will it be to used to augment traditional research, or will it be used to derive organic insights?
Base assumption: Social Media data is valid data
Re: The Science of Marketing Research
Very curious to know how data is applied to real world marketing situations. Are the issues of relaibility (over time) and validity (accuracy) ever a concer/addressed?
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 ...more »