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Part of our industry is to identify and exclude professional online access panel respondents. Will gamification create professional gamers who unlike non gamers are very different in terms of behaviour and attitudes? Game on!
Ever play a game too many times? First time was "fun." Second was OK. Third was time consuming. How will gamification sustain the novelty? Online surveys were fun the first time using the internet. Second time?... 100th time??? 1000th time?
Is gamification yet another "insightful" tool that is extremely difficult to validate? Show me the validation!
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?
Won't the inherent and diverse game incentives affect the recruitment, retention and attrition of players? That is, won't the the type of incentive determine or at least affect the research outcome?