My years of business experience suggest that it cannot.
I would like to test the panel's gamification credentials by asking them to pronounce "Csikszentmihalyi" correctly.
Which types of research objective lend themselves best to a game-based research design....and why...?
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).
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?
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?
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
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?
Why should market research care about 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?
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?
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.