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Wyświetlanie 1-2 z 2
Tytuł:
Gamification – the key to in-depth exploration of consumer behavior in market research
Autorzy:
Ścibor-Rylski, Michał
Powiązania:
https://bibliotekanauki.pl/articles/610483.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej. Wydawnictwo Uniwersytetu Marii Curie-Skłodowskiej
Tematy:
gamification
market research
projective techniques
consumer behavior
Opis:
Theoretical background: Games are used in various fields beyond pure entertainment: education, health services or human resources. They are also considered one of the most rapidly growing trends in marketing. Using gamifiation to engage the consumer and increase his loyalty is commonly used in nearly all product categories. Playing games is fun and companies use it to attract and involve the consumers in their brands’ activities. In addition, the role of gamification in market research is increasing. It helps to understand consumer behaviour by inducing a more natural mood in the survey process, and increasing engagement and the cognitive accessibility of often hidden information. The effectiveness of gamification requires systematic verifiation in the experimental research. Researchers indicate the positive effect of gamified research on respondents’ engagement and efficiency.Purpose of the article: This article presents the current state of knowledge in the field of gamification in market research. Its main purpose is to share the author’s own research results which are the replication of former results showing the positive effects of gamified tasks used in surveys.Research methods: An experiment was conducted to verify the hypotheses regarding the increased effectiveness of gamified tasks compared to the regular approach as well as to the well-known projective techniques. A total of 132 participants were split into three groups: control, experimental 1 (projective techniques or simple gamification – addition of extra rules to regular questions) and experimental 2 (more complex, narrative and contextual tasks based on gamification).Main findings: The hypothesis was confirmed and the former effects were replicated – gamified tasks increase the respondents’ effectiveness compared to the standard tasks and also compared to the use of the well-known projective techniques.
Źródło:
Annales Universitatis Mariae Curie-Skłodowska, sectio H – Oeconomia; 2019, 53, 1
0459-9586
Pojawia się w:
Annales Universitatis Mariae Curie-Skłodowska, sectio H – Oeconomia
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gamification in Market Research - How to Encourage People to Write More
Autorzy:
Ścibor-Rylski, Michał
Mijal, Michał
Powiązania:
https://bibliotekanauki.pl/articles/16729148.pdf
Data publikacji:
2023
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej. Wydawnictwo Uniwersytetu Marii Curie-Skłodowskiej
Tematy:
gamification
market research
storytelling
quantitative studies
customer engagement
Opis:
Theoretical background: Gamification has been applied in business practice since its origins. Though one of the fields scarcely investigated so far is how gamification can be used to improve results obtained in the quantitative market research. The rationale behind this application is the phenomenon resulting in receiving rather brief and short responses to open questions in online surveys. Encouraging people to give more elaborated answers is a serious challenge of the modern online quantitative market research. Purpose of the article: The authors decided to check how to increase participants’ engagement and effectiveness of the market research by applying gamified tasks. The gamification was used in two approaches: storytelling and points collection with leaderboards. Research methods: The research was conducted in an experimental scheme with one control and two experimental groups with gamified tasks. Total number of participants that took part in the experiment was N = 89. Participants’ task was to watch a TV commercial and fill out a form with the first reaction and evaluation of various aspects of the advertisement. All questions were open-ended and the number of used words was used as the indicator of the respondents’ engagement. Main findings: Application of points and leaderboards resulted in significantly more developed answers in comparison to traditional open questions and also storytelling tasks. On the other hand, narrative task – contrary to many previous research – does not seem to have impact on the answers’ length. The results show that gamification oriented towards achievements and competition in the market research increase the performance and also can be a long-term motivational tool. These initial results are very promising, but further research is needed to verify the effect on bigger sample of the regular market research respondents.
Źródło:
Annales Universitatis Mariae Curie-Skłodowska, sectio H – Oeconomia; 2023, 57, 2; 175-189
0459-9586
2449-8513
Pojawia się w:
Annales Universitatis Mariae Curie-Skłodowska, sectio H – Oeconomia
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-2 z 2

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