gamification

gamification

Boosting the "Experience Phase" in MR

It's all about creating a 'compelling user experience'.

'Users' in our context are both clients, as well as interviewees (observational, questionnaire-based).

 

Game-like technologies and approaches will help us to create a fun experience with market research, ease opt-in, and provide our clients with usability they deserve (i.e., beyond complex BI-usage, but still powerful).

Submitted by (@andreas.braun)

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gamification

Fun versus length of the survey game

Will the benefits of the "fun" component outweigh the longer time it takes to conduct the survey or "game"? Most people complain about surveys being too long, Now the game part lengthens the data collection process even more. Does fun equal greater completion or actually create greater fatigue and dropoff?

Submitted by (@camdavis48)

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gamification

Is gamification in danger of becoming generic?

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.

Submitted by (@stephen)

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