The DOI matches its Crossref record; 23 of the 23 references it cites were found in a registry or an index.
Effects of gamification on participation and data quality in a real-world market research domain
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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“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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Metadata
- Authors
- Cechanowicz, J., Gutwin, C., Brownell, B., & Goodfellow, L.
- Affiliations
- University of Saskatchewan (CA)
- Insightrix Research, Saskatoon, Saskatchewan, Canada
- ORCID
- Gutwin, Carl
- 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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
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