Gamification, the curate’s eggOver the last year the market research world has been inundated with people talking about the virtues and opportunities created by gamification, with others advising caution. Like most new things, for example Behavioural Economics, gamification can be divided into three parts: 1) Parts that are good, but are not really new. What is gamification? Parts that are good, but are not really new Here at Vision Critical, we have been pursuing engagement and simplification through the application of techniques borrowed from gaming since Andrew Reid, with his background in media, founded the company in 2000. The visual questions, the use of communities, and virtual shopping tools have all benefited from an understanding that researchers are not just competing for time, we are competing for attention. (If you want to see a great example of this, check out Vision Critical’s highlighter survey tool at www.visioncritical.com). These tools, which are now being developed by a wide range of companies, are helpful. These survey options can improve engagement, accuracy, and increase the amount of information that can be captured. But they are not ‘new’ in the sense that gamification is often called new. Parts that are new, but are not really good There is an essential conflict between a survey and a true game. In a true game there is usually an expectation that player will play more than once. There is usually an expectation that players will change their responses in order to go through the next level. And, there is usually an expectation that more skilful players will reap better rewards. In market research all of these are usually seen as bad things. Indeed, one area of research which fits this description well is the process whereby fraudulent respondents try to complete as many surveys as quickly as they can, changing their responses in order to complete levels (AKA surveys) and acquiring tokens of success (research incentives). Parts that are new and good Other researchers are looking at prediction markets (where respondents trade holdings to try to find the winning concept), crowdsourced solutions (where respondents try to produce the winning answer), and competitive exercises such as virtual scavenger hunts (for example where respondents seek to be the first to find specific pages on a website that is being tested). The initiatives are generating interesting new options for researchers, especially in the context of communities where members have time to acquire the benefits of gamification. Implications At Vision Critical we are continuing to look at what new techniques are becoming available. Some of these we are incorporating in our surveys, some we are incorporating in our qual, and some we are utilising as engagement tools, rather than research tools. For an example of something that combines new media and gamification check out our newly announced collaboration with HootSuite, which has resulted in the launching of a Vision Critical Surveys App. Postscript
“True Humility” by George du Maurier, originally published in Punch, 1895.
Tags: engagement, gamification, newmr, survey gamification, visual questions CommentsShowing 3 comments on Gamification, the curate’s egg |
Hi Annie, I think I would almost agree, but I would put it the other way round. Anything that makes the experience for the respondent better is good. IF it does not damage the data TOO much.
One of the big problems with surveys is that there is nothing in for the survey participant. Potentially winning some gift card? Yeah right!
That’s why you’d need to change the way you think of a survey: how can you make it a win-situation for the participants? Here is some more elaboration ho to engage them:
http://enterprise-gamification.com/index.php/en/blog/3-examples/53-making-surveys-more-fun
I’m a fan of gamification but knowing that changing the tiniest thing in any survey will change the results reminds me that we must always consider the research objective first. Every research objective can be answered by a best method. We need to make sure we choose the best method, not the fanciest or coolest or funnest method. If gamification can improve surveys while still retaining the validity of the results, then I’m all for it whether it’s a new or old method.