gamification in market research

34

Post on 19-Sep-2014

40 views

Category:

Business


0 download

DESCRIPTION

This deck collects mini-case studies of gamification approaches applied specifically to market research

TRANSCRIPT

Page 1: Gamification in Market Research
Page 2: Gamification in Market Research

LEVEL 1Introduction

Page 3: Gamification in Market Research

LEVEL 1: IntroductionDefinition

The integration of the mechanics that make games fun and absorbing into non-game

platforms and experiences in order to improve

engagement and participation

~ The Authors

Page 4: Gamification in Market Research

LEVEL 1: IntroductionContents

Engagement

Data quality

Setup considerations

Enjoyment

Response length

Completion rates

Nature of response

Return rates

Consistency

Page 5: Gamification in Market Research

LEVEL 2Enjoyment

Page 6: Gamification in Market Research

LEVEL 2: EnjoymentConsumption diary

3.5

8.0

UK(non-gamified)

USA(gamified)

Ave. happiness (out of 10)

Source: Lumi Mobile

Page 7: Gamification in Market Research

LEVEL 2: EnjoymentOnline surveys

Interactive elements e.g. Drag-and-drop brand selectionRotating attribute lists

Enjoyment

+26%

Source: InTouch

Interesting

+27%

Easier to answer

+13%

Page 8: Gamification in Market Research

LEVEL 2: EnjoymentSpill-over effects

Source: TNSImage: http://www.joyandfood.com/wp-content/uploads/2012/05/Beer-beer.jpg

It was like being a part of a community“ ”

Really liked the chat, where people discussed the show“ ”Noticed more details in the show than normally

”“

Found it funny to rate the TV-show and see the results

”“Fun to be a part of this new kind of test“ ”

Page 9: Gamification in Market Research

LEVEL 2: EnjoymentPitfalls

Source: Puleston & Sleep, 2011

…slightly facile…“ ”

Source: Puleston & Sleep, 2011

Page 10: Gamification in Market Research

LEVEL 3Completion Rates

Page 11: Gamification in Market Research

LEVEL 3: Completion RatesConsumption diary

Source: Lumi Mobile

UK (non-gamified)

99%Completed

30%

Completed

Completion rate

USA (gamified)

Page 12: Gamification in Market Research

LEVEL 3: Completion RatesRe-wording

How would you describe yourself?

”“

Source: Puleston & Sleep, 2011

82%

In exactly seven words, how would your friends describe you? ”“

98%

Page 13: Gamification in Market Research

LEVEL 3: Completion RatesIncreased drop-outs

Source: Downes-Le Guin, et al, 2011

Page 14: Gamification in Market Research
Page 15: Gamification in Market Research

Source: TNS

LEVEL 4Return Rates

Page 16: Gamification in Market Research

LEVEL 4: Return RatesComing back for

more

Returning & asking for more questions and to continue chatting

Source: TNS

Page 17: Gamification in Market Research

LEVEL 4: Return RatesConjoint analysis

Source: Puleston & Sleep, 2011Image: http://www.fanpop.com/spots/pizza/images/30424281/title/pizza-photo

Stage 1 100%

Stage 2 90%

Stage 3 87%

Regular 50%

“I loved it, the whole thing was fun to do (though my diet was nearly ruined as it made me hungry!). It was challenging at times but really made me think and that is never a bad thing. Thank you!”

”“

Page 18: Gamification in Market Research

LEVEL 5Response Lengths

Page 19: Gamification in Market Research

LEVEL 5: Response LengthsRe-wording questions

We challenge you…“ ”Ads recalled X3

Source: Puleston & Sleep, 2011

Framing as a challenge

Imagine you are on death row…“ ”

Framing for creativity

Page 20: Gamification in Market Research

LEVEL 5: Response LengthsReduced time Source: InTouch

Responded faster

Results comparable

Reduced data variation when respondents could see next attribute

Page 21: Gamification in Market Research

LEVEL 6Nature of Responses

Page 22: Gamification in Market Research

Imagine you are on death row…“ ”

Data processing

Qualitativedifference

“Scallops with black pudding and cream, rib eye steak with chips and a dolce latte cream sauce, stinking bishop (cheese) with 1960 port (year of my birth). Wine would have to be Chateau Lafite 1st Cru Pauillac 2000. I would skip pudding [of] course, I would not want indigestion!”

Open-endeds, text analysis

LEVEL 6: Nature of ResponsesQuality of responses

Page 23: Gamification in Market Research

Source: Puleston & Sleep, 2011Image: http://thediggersunion.com/wp-content/uploads/2011/09/Turntable.jpg

½ neutral½ uncertain

Imagine that you are a DJ creating a playlist. Which artists would you include?

“”

LEVEL 6: Nature of ResponsesQuality of responses

Page 24: Gamification in Market Research

LEVEL 6: Nature of ResponsesQuality of responses

An independent group of respondents consistently rated the ideas generated by the gamified group as better

Page 25: Gamification in Market Research

15% deviation in the nature of responses between ‘yes’ and ‘no’ questions

Level 6: Nature of Responses

Consistency between

approaches

Page 26: Gamification in Market Research

Level 6: Nature of Responses

Consistency between

approaches

Which one is best?

Can you guess…?“”

+10 secondsdeliberation time

Implicit vs. rational?

Page 27: Gamification in Market Research

FINAL BOSS BATTLE:Setup Considerations

Page 28: Gamification in Market Research

FINAL BOSS BATTLE:Setup considerations

Global compatibility (Flash?)

Difficult to make changes

More relevant to online and

mobile

Limited complexity on

mobile

Bespoke vs. modular

New skills e.g. design,

coding & copywriting

Survey lengths

Page 29: Gamification in Market Research

FINAL BOSS BATTLE:Conclusions

Page 30: Gamification in Market Research

FINAL BOSS BATTLE:Is it a fad?

“In some ways it is a fad - adding points and badges in tacky ways, looking at ‘gamification’ as an easy way to make boring things seem interesting - that is a fad.

However, the idea of designing business processes so that those who engage in them find them more intrinsically rewarding - that is a long term trend”.

~ Jesse Schell , CEO Schell Games

“In three years, we will talk about what is at the core of it - design for motivation - not about the one strategy to get there: getting inspiration from games.”

~ Sebastian Deterding, researcher

“”

Page 31: Gamification in Market Research

FINAL BOSS BATTLE:Gamification can benefit our industry…

“A double shift in focus and framing:

(1) from usability(reducing friction) to motivation (increasing drive),

(2) from extrinsic motivation (incentives) to intrinsic motivation (competence, autonomy, relatedness needs).

At best, it is a set of lenses and design patterns to improve intrinsic motivation.”

~ Sebastian Deterding , researcher

Page 32: Gamification in Market Research

FINAL BOSS BATTLE:Conclusions

Gamification seems to work…

Gamification can benefit research……but it’s no

“magic elixir”…in subtle and fundamental ways……if carefully

considered in application

Page 33: Gamification in Market Research

CONGRATS!!! You defeated the Final Boss

Page 34: Gamification in Market Research