Cited by 95Mobile Crowdsensing and CrowdsourcingEducational Games and GamificationInnovative Human-Technology Interaction

Gamification of Mobile Experience Sampling Improves Data Quality and Quantity

van Berkel, Niels, Goncalves, Jorge, Hosio, Simo, Kostakos, Vassilis·2017·Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies

Abstract

The Experience Sampling Method is used to capture high-quality in situ data from study participants. This method has become popular in studies involving smartphones, where it is often adapted to motivate participation through the use of gamification techniques. However, no work to date has evaluated whether gamification actually affects the quality and quantity of data collected through Experience Sampling. Our study systematically investigates the effect of gamification on the quantity and quality of experience sampling responses on smartphones. In a field study, we combine event contingent and interval contingent triggers to ask participants to describe their location. Subsequently, participants rate the quality of these entries by playing a game with a purpose. Our results indicate that participants using the gamified version of our ESM software provided significantly higher quality responses, slightly increased their response rate, and provided significantly more data on their own accord. Our findings suggest that gamifying experience sampling can improve data collection and quality in mobile settings.

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Crossref · 10.1145/3130972

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  • mHealth offers the possibility of incorporating motivational elements such as playfulness and gamification, which is advantageous because humans supposedly learn best by playing.

    “mHealth offers the possibility of incorporating motivational elements such as playfulness and gamification, which is advantageous because humans supposedly learn best by playing [13-17].”

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Authors
van Berkel, N., Goncalves, J., Hosio, S., & Kostakos, V.
Affiliations
  • The University of Melbourne
  • University of Oulu (FI)
  • The University of Melbourne (AU)
Venue
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
Published
2017-09-11
Volume
1
Issue
3
Pages
1-21
ISSN
2474-9567 (ISSN-L)
OpenAlex
W2754141758
Cited by
95
References
52
Citations by year
2026: 7 · 2025: 6 · 2024: 9 · 2023: 10 · 2022: 12 · 2021: 13 · 2020: 20 · 2019: 8 · 2018: 9 · 2017: 1
FWCI
12.45
Type
journal article
Language
en
Open access
closed
Locations
  • Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies (publishedVersion)
  • UCL Discovery (University College London) (submittedVersion)
Funders
  • Suomalainen Tiedeakatemia (Grants 276786-AWARE, 286386-CPDSS, 285459-iSCIENCE, 304925-CARE)
  • Marie SkBodowska-Curie (645706-GRAGE)
  • European Commission (Grant, 6AIKA-A71143-AKAI)
Topics
  • Physical Sciences › Computer Science › Computer Science Applications › Mobile Crowdsensing and Crowdsourcing
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
Keywords
gamification, ecological momentary assessment, mobile data collection, response rate, in-situ data, location data, games with a purpose, participant motivation

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