Investigating the Influence of Personalised Gamification on Mobile Survey User Experience
Abstract
:1. Introduction
2. Related Work
2.1. Gamification
2.2. Player Type Models
2.3. Hexad Player Type Framework
2.4. Gamification in Surveys
3. Mobile Survey Application
3.1. Overview
3.2. Gamification
- Branching choices:To insert a branching choice, the free spirit user type receives an additional question, giving the user the choice to complete an extra quiz or not. This quiz and additional question to fill in the quiz is not shown to other user types.
- Easter eggs: Three Easter eggs are hidden in the application in the form of clickable images of eggs. By clicking the egg, the user collects it and unlocks a hidden feature, e.g., the option to change the colour of the menu and toolbar. An example of such an Easter egg is shown in Figure 3a. The user is in advance notified of the existence of these collectables.
- Customisation: The customisation of the menu and the toolbar can be unlocked by collecting one of three Easter eggs.
- Unlockable content: By collecting the Easter eggs, the user unlocks several features, such as changing the application’s theme, changing the avatar of the user and changing the colour of the menu and toolbar.
- Certificates: After the Hexad questionnaire, this user type is notified that they can receive a certificate if they complete the survey.
- Learning elements: For each of the gamified questionnaires, a learning element has been integrated. By clicking this element, the user receives more information about the current questionnaire and its purpose.
- Progression: A progress bar allows the user to see how many questions are left to be answered.
- Points: A points mechanism has been integrated into the application. The user earns points by answering certain questions.
- Badges: The user can collect 5 badges by earning points. The first badge is earned after collecting 100 points, the second after 200 points and so forth until the user has collected 500 points to receive the final badge. The user is notified they are 5 badges to collect throughout the application, as shown on Figure 3b.
- Meaning and purpose: The user receives an explanation on the purpose of the thesis at the start of the gamified surveys. Furthermore, they are presented with more information on their player type.
- Rewards: Rewards are provided in the form of badges, which have been explained for the Achiever type.
- Scoreboard: A scoreboard ranks the users and their respective points. Only users that earn points are displayed in this list. This allows players to compare their score to others.
- Lottery: This game element has been implemented as a mini game within the survey. The user has to spin the bottle to get a chance at winning 30 extra points.
- Badges: see Achiever.
- Points: see Achiever.
3.3. Design and Implementation
4. Method
4.1. Objective
4.2. Evaluation Set-Up
5. Results
5.1. User Tests
5.2. Technical Performance Evaluation Results
6. Discussion
6.1. Findings
6.2. Limitations
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
BFI | Big Five Inventory |
SPV | Scale Point Variation |
IQR | interquartile range |
stdev | standard deviation |
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Gamified | Non-Gamified | |
---|---|---|
Philanthropist | 8 | 3 |
Achiever | 5 | 5 |
Free Spirit | 3 | 2 |
Player | 1 | 1 |
Socializer | 0 | 3 |
Disruptor | 0 | 1 |
16 users | 12 users | |
1 partial | 2 partial |
Null Hypothesis | Test | Sig. a,b | Decision | |
---|---|---|---|---|
1 | The distribution of is the same across categories of Gamified type | Independent-Samples Mann-Whitney U Test | 0.223 c | Retain the null hypothesis |
2 | The distribution of Time per Question is the same across categories of Gamified type | Independent-Samples Mann-Whitney U Test | 0.280 c | Retain the null hypothesis |
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Carlier, S.; Coppens, D.; De Backere, F.; De Turck, F. Investigating the Influence of Personalised Gamification on Mobile Survey User Experience. Sustainability 2021, 13, 10434. https://doi.org/10.3390/su131810434
Carlier S, Coppens D, De Backere F, De Turck F. Investigating the Influence of Personalised Gamification on Mobile Survey User Experience. Sustainability. 2021; 13(18):10434. https://doi.org/10.3390/su131810434
Chicago/Turabian StyleCarlier, Stéphanie, Dries Coppens, Femke De Backere, and Filip De Turck. 2021. "Investigating the Influence of Personalised Gamification on Mobile Survey User Experience" Sustainability 13, no. 18: 10434. https://doi.org/10.3390/su131810434
APA StyleCarlier, S., Coppens, D., De Backere, F., & De Turck, F. (2021). Investigating the Influence of Personalised Gamification on Mobile Survey User Experience. Sustainability, 13(18), 10434. https://doi.org/10.3390/su131810434