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The Development of a Methodology for Gamifying Surveys

Published: 23 October 2018 Publication History

Abstract

While some promising early work exists, gamified surveys are still not widespread. In this work-in-progress paper, we present our methodology for gamifying surveys, which combines the rigor of survey design with the creativity and affordances of game design and makes use of an existing tool to ease development. We illustrate our methodology with four different gamified surveys focused on personality tests and frameworks---in general and in the context of games. We discuss the challenges and opportunities and describe a research agenda to advance this work.

References

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Maree Ackehurst and Rose-Anne Polvere. 2016. Increasing survey engagement through gamification and the use of mobile devices. (2016).
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Pippa Bailey, Gareth Pritchard, and Hollie Kernohan. 2015. Gamification in market research: Increasing enjoyment, participant engagement and richness of data, but what of data validity? International Journal of Market Research 57, 1 (2015), 17--28.
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Edward L Deci and Richard M Ryan. 2002. Handbook of self-determination research. University of Rochester Press.
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Tom Ewing. 2012. Four types of gamification that can be used in market research. (2012). http: //blackbeardblog.tumblr.com/post/13452542524/ state-of-play-four-types-of-research-gamification visited on August 3rd, 2018.
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Lewis R Goldberg. 1992. The development of markers for the big five factor structure. Psychological assessment 4, 1 (1992), 26.
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Theo Downes-Le Guin, Reg Baker, Joanne Mechling, and Erica Ruyle. 2012. Myths and realities of respondent engagement in online surveys. International Journal of Market Research 54, 5 (2012), 613--633.
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Johannes Harms, Christoph Wimmer, Karin Kappel, and Thomas Grechenig. 2014. Gamification of online surveys: conceptual foundations and a design process based on the MDA framework. In Proceedings of the 8th Nordic Conference on Human-Computer Interaction. ACM, 565--568.
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Casper Harteveld, Nolan Manning, Farah Abu-Arja, Rick Menasce, Dean Thurston, Gillian Smith, and Steven C Sutherland. 2017. Design of playful authoring tools for social and behavioral science. In Proceedings of the 22nd International Conference on Intelligent User Interfaces Companion. ACM, 157--160.
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Casper Harteveld and Steven C Sutherland. 2017. Personalized gaming for motivating social and behavioral science participation. In Proceedings of the 2017 ACM Workshop on Theory-Informed User Modeling for Tailoring and Personalizing Interfaces. ACM, 31--38.
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Ben Shneiderman. 2007. Creativity support tools: Accelerating discovery and innovation. Commun. ACM 50, 12 (2007), 20--32.
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Cited By

View all
  • (2024)"My Lockdown Escape": A Data Collection Approach based on Gamification and Crowdsourcing for Subjective Perspectives, Self-Empathy, and Memories about Past ExperiencesProceedings of the 3rd Empathy-Centric Design Workshop: Scrutinizing Empathy Beyond the Individual10.1145/3661790.3661794(14-20)Online publication date: 11-May-2024
  • (2024)An Instructor's Lens into the Role of AI in Teaching Experimental Research via GamificationProceedings of the 39th ACM/SIGAPP Symposium on Applied Computing10.1145/3605098.3636131(98-100)Online publication date: 8-Apr-2024
  • (2022)“Guilty of Talking Too Much”: How Psychotherapists Gamify TherapyProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517437(1-17)Online publication date: 29-Apr-2022
  • Show More Cited By

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Information & Contributors

Information

Published In

cover image ACM Conferences
CHI PLAY '18 Extended Abstracts: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts
October 2018
725 pages
ISBN:9781450359689
DOI:10.1145/3270316
  • General Chairs:
  • Florian 'Floyd' Mueller,
  • Daniel Johnson,
  • Ben Schouten,
  • Program Chairs:
  • Phoebe O. Toups Dugas,
  • Peta Wyeth
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 23 October 2018

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Author Tags

  1. games as research instruments
  2. gamification
  3. gamified surveys
  4. methodology
  5. survey design

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  • Work in progress

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CHI PLAY '18
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CHI PLAY '18 Extended Abstracts Paper Acceptance Rate 43 of 123 submissions, 35%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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Cited By

View all
  • (2024)"My Lockdown Escape": A Data Collection Approach based on Gamification and Crowdsourcing for Subjective Perspectives, Self-Empathy, and Memories about Past ExperiencesProceedings of the 3rd Empathy-Centric Design Workshop: Scrutinizing Empathy Beyond the Individual10.1145/3661790.3661794(14-20)Online publication date: 11-May-2024
  • (2024)An Instructor's Lens into the Role of AI in Teaching Experimental Research via GamificationProceedings of the 39th ACM/SIGAPP Symposium on Applied Computing10.1145/3605098.3636131(98-100)Online publication date: 8-Apr-2024
  • (2022)“Guilty of Talking Too Much”: How Psychotherapists Gamify TherapyProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517437(1-17)Online publication date: 29-Apr-2022
  • (2021)Investigating the Influence of Personalised Gamification on Mobile Survey User ExperienceSustainability10.3390/su13181043413:18(10434)Online publication date: 18-Sep-2021
  • (2021)“Are We Now Post-COVID?”: Exploring Post-COVID Futures Through a Gamified Story Completion MethodProceedings of the 2021 ACM Designing Interactive Systems Conference10.1145/3461778.3462069(48-63)Online publication date: 28-Jun-2021
  • (2021)Who am I? - Development and Analysis of an Interactive 3D Game for Psychometric TestingProceedings of the 2021 Australasian Computer Science Week Multiconference10.1145/3437378.3442688(1-10)Online publication date: 1-Feb-2021
  • (2021)Gamifying Drug Abuse Screening Test: A Proof of Concept2021 International Conference on Electrical Engineering and Informatics (ICEEI)10.1109/ICEEI52609.2021.9611139(1-6)Online publication date: 12-Oct-2021
  • (2020)Introducing Gamettes: A Playful Approach for Capturing Decision-Making for Informing Behavioral ModelsProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376571(1-13)Online publication date: 21-Apr-2020
  • (2019)Gamifying psychological assessmentProceedings of the 14th International Conference on the Foundations of Digital Games10.1145/3337722.3337737(1-12)Online publication date: 26-Aug-2019

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