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

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

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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Crossref · 10.1145/2583008.2583016

Cites

23 of 23 references verified0 citation errors · 0 not checkable

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Citations

Cites

Show all 23 references

Research works printed but not linked: 10

  1. Adamou , B. Giving Research the NOS Effect . Proc. 2012 Net Gain 6.0 MRIA Conference. Adamou, B. Giving Research the NOS Effect. Proc. 2012 Net Gain 6.0 MRIA Conference.
  2. Dignan , A. Game Frame: Using Games as a Strategy for Success . Free Press , 2011 . Dignan, A. Game Frame: Using Games as a Strategy for Success. Free Press, 2011.
  3. Hunicke , R. , LeBlanc , M. , & Zubek , R. MDA: A Formal Approach to Game Design and Game Research. Proc. AAAI04 WS on Challenges in Game AI , 2004 , 1 -- 5 . Hunicke, R., LeBlanc, M., & Zubek, R. MDA: A Formal Approach to Game Design and Game Research. Proc. AAAI04 WS on Challenges in Game AI, 2004, 1--5.
  4. 10.1177/002224299305700101 · DOI
  5. Malinoff , B. Sexy questions, dangerous answers . Proc. CASRO 2010 Technology Conference. Malinoff, B. Sexy questions, dangerous answers. Proc. CASRO 2010 Technology Conference.
  6. Malinoff , B. Yin and Yang of Gamification . Proc. 2012 Net Gain 6.0 MRIA Conference. Malinoff, B. Yin and Yang of Gamification. Proc. 2012 Net Gain 6.0 MRIA Conference.
  7. Murphy , L. The Quant vs. Qual Dynamic. Greenbook Winter 2013 , 19 -- 21 . Murphy, L. The Quant vs. Qual Dynamic. Greenbook Winter 2013, 19--21.
  8. Puleston , J. & Sleep , D. The game experiments: researching how gaming techniques can be used to improve the quality of feedback from online research . Proc. ESOMAR Congress 2011 . Puleston, J. & Sleep, D. The game experiments: researching how gaming techniques can be used to improve the quality of feedback from online research. Proc. ESOMAR Congress 2011.
  9. Sherman , B. Planning for success: Maximizing ROI for custom panels and online communities. Quirks Marketing Review 25 , 4 , ( 2011 ), 46--51. Sherman, B. Planning for success: Maximizing ROI for custom panels and online communities. Quirks Marketing Review 25, 4, (2011), 46--51.
  10. Thomas , R. , Bremer , J. , Terhanian , G. & Couper , M. P. Truth in measurement: comparing web-based interview techniques . Proc. ESOMAR Congress 2007 . Thomas, R., Bremer, J., Terhanian, G. & Couper, M. P. Truth in measurement: comparing web-based interview techniques. Proc. ESOMAR Congress 2007.

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Metadata

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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