Gamification of Online Surveys: Design Process, Case Study, and Evaluation

被引:32
作者
Harms, Johannes [1 ]
Biegler, Stefan [1 ]
Wimmer, Christoph [1 ]
Kappel, Karin [1 ]
Grechenig, Thomas [1 ]
机构
[1] Vienna Univ Technol, INSO Res Grp, A-1040 Vienna, Austria
来源
HUMAN-COMPUTER INTERACTION, PT I | 2015年 / 9296卷
关键词
Gamification; Online surveys; Questionnaires; Evaluation;
D O I
10.1007/978-3-319-22701-6_16
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Online surveys are an important means of data collection in marketing and research, but conventional survey designs are often perceived as dull and unengaging, resulting in negative respondent behavior. Gamification has been proposed to make online surveys more pleasant to fill and, consequently, to improve the quality of survey results. This work applied gamification to an existing survey targeted at teenagers and young adults. The gamified survey was evaluated in a study with 60 participants regarding the psychological and behavioral outcomes of gamification. Results indicate that gamification successfully increased the users' perceived fun, the average time spent, as well as their willingness to use and recommend the survey, without introducing a strong bias in survey results, albeit with a lower overall response rate.
引用
收藏
页码:219 / 236
页数:18
相关论文
共 50 条
[31]   A CASE STUDY ON THE USE OF GAMIFICATION IN THE FLIPPED CLASSROOM [J].
Morais, Leticia ;
Goncalves, Vitor ;
de Assis, Lilian Bambirra .
PROCEEDINGS OF 2021 16TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI'2021), 2021,
[32]   Gamification in Dutch Businesses: An Explorative Case Study [J].
Van der Heijden, B. I. J. M. ;
Burgers, M. J. ;
Kaan, A. M. ;
Lamberts, B. F. ;
Migchelbrink, K. ;
Van den Ouweland, R. C. P. M. ;
Meijer, T. .
SAGE OPEN, 2020, 10 (04)
[33]   Playing Design: A Case Study on Applying Gamification to Construct a Serious Game with Youngsters at Social Risk [J].
Benito-Santos, Alejandro ;
Dorn, Amelie ;
Losada Gomez, Antonio G. ;
Palfinger, Thomas ;
Theron Sanchez, Roberto ;
Wandl-Vogt, Eveline .
ACM JOURNAL ON COMPUTING AND CULTURAL HERITAGE, 2021, 14 (02)
[34]   Online surveys as discourse context: Response practices and recipient design [J].
Raclaw, Joshua ;
Barchas-Lichtenstein, Jena ;
Bajuniemi, Abby .
DISCOURSE CONTEXT & MEDIA, 2020, 38
[35]   Design and Evaluation of an Engagement Framework for e-Learning Gamification [J].
Alsubhi, Mohammed Abdulaziz ;
Ashaari, Noraidah Sahari ;
Wook, Tengku Siti Meriam Tengku .
INTERNATIONAL JOURNAL OF ADVANCED COMPUTER SCIENCE AND APPLICATIONS, 2021, 12 (09) :411-417
[36]   Opening the black box of gameful experience: Implications for gamification process design [J].
Leclercq, Thomas ;
Poncin, Ingrid ;
Hammedi, Wafa .
JOURNAL OF RETAILING AND CONSUMER SERVICES, 2020, 52
[37]   "I Need More Motivation": Engaging Students in the Gamification Design Process [J].
Barzola, Valeria ;
Pichardo, Harlyn ;
Macias, Julio ;
Zambrano, Dick ;
Echeverria, Vanessa .
TECHNOLOGY-ENHANCED LEARNING FOR A FREE, SAFE, AND SUSTAINABLE WORLD, EC-TEL 2021, 2021, 12884 :310-314
[38]   More Gamification Is Not Always Better: A Case Study of Promotional Gamification in a Question Answering Website [J].
Hadi Mogavi R. ;
Haq E.-U. ;
Gujar S. ;
Hui P. ;
Ma X. .
Proceedings of the ACM on Human-Computer Interaction, 2022, 6 (CSCW2)
[39]   Design Gamification Models in Higher Education: A Study in Indonesia [J].
Panis, Isabel Coryunitha ;
Setyosari, Punaji ;
Kuswandi, Dedi ;
Yuliati, Lia .
INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING, 2020, 15 (12) :244-255
[40]   Understanding Malicious Behavior in Crowdsourcing Platforms: The Case of Online Surveys [J].
Gadiraju, Ujwal ;
Kawase, Ricardo ;
Dietze, Stefan ;
Demartini, Gianluca .
CHI 2015: PROCEEDINGS OF THE 33RD ANNUAL CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, 2015, :1631-1640