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Title: Effects of gamification on participation and data quality in a real-world market research domain
Authors: Cechanowicz, Jared
Gutwin, Carl
Brownell, Briana
Goodfellow, Larry
Issue Date: 2013
Publisher: ACM
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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