Cited by 103Educational Games and GamificationSurvey Methodology and NonresponseMobile Crowdsensing and Crowdsourcing

Effects of gamification on participation and data quality in a real-world market research domain

Cechanowicz, Jared, Gutwin, Carl, Brownell, Briana, Goodfellow, Larry·2013·Proceedings of the First International Conference on Gameful Design, Research, and Applications

Abstract

Gamification has become an increasingly popular way to improve user engagement and motivation, but there is currently a lack of empirical research to demonstrate that increased gamification provides these benefits. To help address this problem we designed three versions of a gamified market research survey and tested them alongside the established industry standard in a study of over 600 participants. We also highlight examples where game elements compromise respondent data, and provide design solutions that correct the problem without losing the motivational benefits of gamification.

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Registry

Crossref · 10.1145/2583008.2583016

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23 of 23 references verified0 citation errors · 0 not checkable

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  • Previous research has shown that gamification can affect the data, such as the number of questions completed or the length of answers produced.

    “Previous research has in fact shown that gamification can affect the data (e.g., the number of questions completed or the length of answers produced; Cechanowicz et al. 2013).”

    From The gamification of learning: a meta-analysis (2020) · cites this paper as Cechanowicz et al. 2013

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Authors
Cechanowicz, J., Gutwin, C., Brownell, B., & Goodfellow, L.
Affiliations
  • University of Saskatchewan (CA)
  • Insightrix Research, Saskatoon, Saskatchewan, Canada
Venue
Proceedings of the First International Conference on Gameful Design, Research, and Applications
Publisher
ACM
Published
2013-10-02
Pages
58-65
OpenAlex
W2087839917
Cited by
103
References
23
Citations by year
2026: 1 · 2025: 2 · 2024: 7 · 2023: 8 · 2022: 4 · 2021: 7 · 2020: 7 · 2019: 10 · 2018: 10 · 2017: 12 · 2016: 12 · 2015: 21 · 2014: 2
FWCI
25.26
Type
conference paper
Language
en
Open access
closed
Locations
  • International Conference on Gameful Design, Research, and Applications (Gamification) (publishedVersion)
  • Libraries and Cultural Resources (University of Calgary) (submittedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Survey Methodology and Nonresponse
  • Physical Sciences › Computer Science › Computer Science Applications › Mobile Crowdsensing and Crowdsourcing
Keywords
gamification, market survey, survey participation, data quality, user motivation, game elements, survey design

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