gamification

Is gamification a better way or a different way?

From the research buyers' perspective, should gamification be viewed as an alternative way to get to the same insights or a new way to get to different insights? In other words, where does the value lie.

Submitted by (@ianralph)

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gamification

Gamification- Which software?

Hi, I was wondering which software would be used for creating games/animations for gamification- would flash Actionscript be used?

Thanks, Jon Hodge (working in the videogame industry)

Submitted by (@jonhodge)

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gamification

Does gamification reflect how people really behave?

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 »

Submitted by (@andy.buckley)

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gamification

Why should market research care about gamification?

Why should market research care about gamification?

Submitted by (@lmurphy)

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Isn't implementation of behavioral economics gamification?

I believe that practical implementation of different established methods of behavioral economics, even if in a simulated environment, is more 'scientific' than, say, points/badges based games. What does the community think?

Submitted by (@nasirkhan)

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gamification

Analysis of competitive games

Gamification will produce more revealed preference information, where respondents act, leaving it to the researcher to infer why, what drove the action. In what ways can existing RP analytics (e.g., discrete choice) help us to interpret results?

Submitted by (@lorireiser)

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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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gamification

Scalability and stickiness

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?

Submitted by (@jasonanderson)

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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

What about random sampling and projecting to a universe?

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?

Submitted by (@cmontgomery)

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What kind of insights do we want from gamification data?

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

Submitted by (@eonagera)

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