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(@dankvistbo)

gamification

How do we avoid the 'edutainment' trap?

I'd ask you to watch Gabe Zichermann's Google Tech Talk - from 8:00 min to 8:40 - to understand my question: When Gabe says "parents and teachers got involved" - I can't help but hearing "researchers got involved". In other words, my question is: How do we avoid the edutainment trap? Applying game mechanics is one thing - applying them in a way that actually works however,... more »

Voting

4 votes
Active
(@andreas.braun)

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).

Voting

2 votes
Active
(@camdavis48)

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?

Voting

2 votes
Active
(@lorireiser)

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?

Voting

3 votes
Active