Abstract

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.

Highlights

  • Huizinga in Homo Ludens (1949) wrote that playing is accompanied by a feeling of tension, joy and the consciousness that it is something different from ordinary life

  • My own research (Ścibor-Rylski, 2018) was designed to replicate some of the Puleston effects, adding more depth to the results by implementing a complex, gamified approach in the form of the narrative game used in the qualitative market research: Brand Secret

  • M I conducted the experimental study on the group of 132 students of the Faculty of Management of the University of Warsaw, split into three groups: – control; U – experimental 1;

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Summary

Introduction

C number of listed disciplines when compared to the regular approach The results of these experiments prove that using gamified research tasks and allowing the respondents to participate in mini-quests increases the effectiveness. Such an approach provides invaluable help in the process of designing a quantitative survey questionnaire or some simple qualitative tasks for the respondents. My own research (Ścibor-Rylski, 2018) was designed to replicate some of the Puleston effects, adding more depth to the results by implementing a complex, gamified approach in the form of the narrative game used in the qualitative market research: Brand Secret. C tative research, where all the associations are usually given spontaneously

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