Gamification in Market Research – How to Encourage People to Write More

Michał Ścibor-Rylski, Michał Mijal

Abstract


Theoretical background: Gamification has been applied in business practice since its origins. Though one of the fields scarcely investigated so far is how gamification can be used to improve results obtained in the quantitative market research. The rationale behind this application is the phenomenon resulting in receiving rather brief and short responses to open questions in online surveys. Encouraging people to give more elaborated answers is a serious challenge of the modern online quantitative market research.

Purpose of the article: The authors decided to check how to increase participants’ engagement and effectiveness of the market research by applying gamified tasks. The gamification was used in two approaches: storytelling and points collection with leaderboards.

Research methods: The research was conducted in an experimental scheme with one control and two experimental groups with gamified tasks. Total number of participants that took part in the experiment was N = 89. Participants’ task was to watch a TV commercial and fill out a form with the first reaction and evaluation of various aspects of the advertisement. All questions were open-ended and the number of used words was used as the indicator of the respondents’ engagement.

Main findings: Application of points and leaderboards resulted in significantly more developed answers in comparison to traditional open questions and also storytelling tasks. On the other hand, narrative task – contrary to many previous research – does not seem to have impact on the answers’ length. The results show that gamification oriented towards achievements and competition in the market research increase the performance and also can be a long-term motivational tool. These initial results are very promising, but further research is needed to verify the effect on bigger sample of the regular market research respondents.


Keywords


gamification; market research; storytelling; quantitative studies; customer engagement

Full Text:

PDF

References


Alabbasi, D. (2017). Exploring graduate students’ perspectives towards using gamification techniques in online learning. The Turkish Online Journal of Distance Education, 18(3), 180–196. doi:10.17718/tojde.328951

Bailey, P., Pritchard, G., & Kernohan, H. (2015). Gamification in market research: Increasing enjoyment, participant engagement and richness of data, but what of data validity? International Journal of Market Research, 57(1), 17–28. doi:10.2501/IJMR-2015-003

Bartle, R. (1996). Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs. Retrieved from https://mud.co.uk/richard/hcds.htm

Chatterjee, S., Heath, T.B., & Basuroy, S. (2003). Failing to suspect collusion in price-matching guarantees: Consumer limitations in game-theoretic reasoning. Journal of Consumer Psychology, 13(3), 255. doi:10.1207/S15327663JCP1303_07

da Rocha Seixas, L., Gomes, A.S., & de Melo Filho, I.J. (2016). Effectiveness of gamification in the engagement of students. Computers in Human Behavior, 58, 48–63. doi:10.1016/j.chb.2015.11.021

Deci, E.L. (1971). Effects of externally mediated rewards on intrinsic motivation. Journal of Personality and Social Psychology, 18, 105–115. doi:10.1037/h0030644

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th international academic Mindtrek conference: Envisioning future media environments (pp. 9–15). ACM.

Dickey, M.D. (2005). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology Research and Development, 53(2), 67–83.

Festinger, L. (1957). A Theory of Cognitive Dissonance. Stanford: Stanford University Press.

Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. doi:10.1016/j.compedu.2014.08.019

Harrison, P. (2011). The researchification of games: Adopting a game designer’s approach to market research. ESOMAR Congress Miami.

Harteveld, C., Hart, J., Snodgrass, S., Corwin, T., Mohaddesi, O., & Rodriquez, G.R. (2018). The development of a methodology for gamifying surveys. CHI PLAY’18 Extended Abstracts, Oct. 28–31, 2018, Melbourne, Australia.

Homer, R., Hew, K.F., & Tan, C.Y. (2018). Comparing digital badges-and-points with classroom token systems: Effects on elementary school ESL students’ classroom behavior and English learning. Educational Technology and Society, 21(1), 137–151.

Kapp, K.M., Blair, L., & Mesch, R. (2013). The Gamification of Learning and Instruction Fieldbook: Ideas Into Practice. San Francisco: John Wiley & Sons.

Mader, S., Heller, N., & Bry, F. (2019). Adding narrative to gamification and educational games with generic templates. Proceedings of the 18th European Conference on e-Learning. Copenhagen. doi:10.34190/EEL.19.119

Marginean, A. (2018). Teaching interculturalism by resort to gamification and e-learning. eLearning & Software for Education, 1, 300–307. doi:10.12753/2066-026X-18-041

Muntean, C. (2011). Raising engagement in e-learning through gamification. Proceedings of the 6th International Conference on Virtual Learning ICVL.

PTBRiO. (2020). Badania Marketingowe, edycja XXV.

Puleston, J., & Rintoul, D. (2012). Can survey gaming techniques cross continents? Examining cross cultural reactions to creative questioning techniques. ESOMAR Congress, Shanghai.

Puleston, J., & Sleep, D. (2011). The game experiments: Researching how game techniques can be used to improve the quality of feedback from online research. ESOMAR Congress, Amsterdam.

Ryan, R.M., & Deci, E.L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. doi:10.1037/0003-066X.55.1.68

Seaborn, K., & Fels, D.I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31.

Schillewaert, N. (2011). Conference notes: Online research: Now and next 2011. International Journal of Market Research, 53(4), 557–562.

Schuurman, P. (2021). A game of contexts: Prussian-German professional wargames and the leadership concept of mission tactics 1870–1880. War in History, 28(3), 504–524. doi:10.1177/0968344519855104

Ścibor-Rylski, M. (2018). Gamification as an effective method in the modern market research. Marketing i Rynek, 10/2018, 36–44.

Ścibor-Rylski, M. (2019). Gamification – the key to in-depth exploration of consumer behaviour in market research. Annales Universitatis Mariae Curie-Skłodowska, sectio H – Oeconomia, 53(1), 119–128. doi:10.17951/h.2019.53.1.119-128

Ścibor-Rylski, M. (2020). Gamifying questions by adding context in the creative development marketing research. Journal of Marketing and Consumer Behaviour in Emerging Markets, 1(10). doi:10.7172/2449-6634.jmcbem.2020.1.4

Ścibor-Rylski, M., Reducha, M., & Ochremiak, J. (2019). Modern research methods in the field of customer experience. Marketing i Rynek, 10/2019, 14–21. doi:10.33226/1231-7853.2019.10.2

Triantoro, T., Gopal, R., Benbunan-Fich, R., & Lang, G. (2020). Personality and games: enhancing online surveys through gamification. Information Technology and Management, 21, 169–178. doi:10.1007/s10799-020-00314-4

Villagrasa, S., Fonseca, D., Redondo, E., & Durán, J. (2014). Teaching case of gamification and visual technologies for education. Journal of Cases on Information Technology, 16(4), 38–57. doi:10.4018/jcit.2014100104

Wood, L.C., & Reiners, T. (2015). Storytelling to immersive learners in an authentic virtual training environment. In T. Reiners & L. Wood (Eds.), Gamification in Education and Business (pp. 315–329). Cham: Springer.

Zichermann, G., & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Cambridge: O’Reilly Media.




DOI: http://dx.doi.org/10.17951/h.2023.57.2.175-189
Date of publication: 2023-06-27 19:34:50
Date of submission: 2022-11-21 15:49:41


Statistics


Total abstract view - 493
Downloads (from 2020-06-17) - PDF - 0

Indicators



Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 Michał Ścibor-Rylski, Michał Mijal

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.