Would you like to play? A comparison of a gamified survey with a traditional online survey method
•Using the S-O-R framework and signaling theory, we evaluated the signaling effect of gamification in online survey systems.•We conceptualized three types of game elements: extrinsic, intrinsic and self-presentation.•We found that extrinsic elements do not affect cognitive reactions, but affect the...
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Published in: | International journal of information management 2019-12, Vol.49, p.242-252 |
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container_title | International journal of information management |
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creator | Triantoro, Tamilla Gopal, Ram Benbunan-Fich, Raquel Lang, Guido |
description | •Using the S-O-R framework and signaling theory, we evaluated the signaling effect of gamification in online survey systems.•We conceptualized three types of game elements: extrinsic, intrinsic and self-presentation.•We found that extrinsic elements do not affect cognitive reactions, but affect the enjoyment associated with the survey.•Self-presentation and intrinsic elements affect both cognitive and affective reactions.•Our results also indicate that gamification can serve as a positive signal for a signaling party.
Using the stimulus-organism-response (S-O-R) framework and signaling theory, we evaluated the signaling effect of gamification in online survey systems. Based on the Big Five personality assessment instrument, we developed an experimental study with two surveys – a traditional online survey with Likert scales, and a gamified survey powered by game mechanics. Then we evaluated the effect of both surveys on the users’ cognitive and affective reactions, as well as their preference toward the signaler. We also identified game elements that influence the individuals’ reactions when interacting with gamified surveys. The results suggest that gamification serves as a positive signal and increases affective reactions. These findings have theoretical and practical implications to improve the design of existing online surveys. |
doi_str_mv | 10.1016/j.ijinfomgt.2019.06.001 |
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Using the stimulus-organism-response (S-O-R) framework and signaling theory, we evaluated the signaling effect of gamification in online survey systems. Based on the Big Five personality assessment instrument, we developed an experimental study with two surveys – a traditional online survey with Likert scales, and a gamified survey powered by game mechanics. Then we evaluated the effect of both surveys on the users’ cognitive and affective reactions, as well as their preference toward the signaler. We also identified game elements that influence the individuals’ reactions when interacting with gamified surveys. The results suggest that gamification serves as a positive signal and increases affective reactions. These findings have theoretical and practical implications to improve the design of existing online surveys.</description><identifier>ISSN: 0268-4012</identifier><identifier>EISSN: 1873-4707</identifier><identifier>DOI: 10.1016/j.ijinfomgt.2019.06.001</identifier><language>eng</language><publisher>Kidlington: Elsevier Ltd</publisher><subject>Big Five ; Computer & video games ; Evaluation ; Gamification ; Human computer interaction ; On-line systems ; Online surveys ; Polls & surveys ; S-O-R framework ; Signaling ; User experience design</subject><ispartof>International journal of information management, 2019-12, Vol.49, p.242-252</ispartof><rights>2019 Elsevier Ltd</rights><rights>Copyright Elsevier Science Ltd. Dec 2019</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c343t-631877d2291e8f814a7e0de30bc83f2223d4462bc44d56706e46294638f45bf23</citedby><cites>FETCH-LOGICAL-c343t-631877d2291e8f814a7e0de30bc83f2223d4462bc44d56706e46294638f45bf23</cites><orcidid>0000-0002-6358-9161</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,776,780,27898,27899,34109</link.rule.ids></links><search><creatorcontrib>Triantoro, Tamilla</creatorcontrib><creatorcontrib>Gopal, Ram</creatorcontrib><creatorcontrib>Benbunan-Fich, Raquel</creatorcontrib><creatorcontrib>Lang, Guido</creatorcontrib><title>Would you like to play? A comparison of a gamified survey with a traditional online survey method</title><title>International journal of information management</title><description>•Using the S-O-R framework and signaling theory, we evaluated the signaling effect of gamification in online survey systems.•We conceptualized three types of game elements: extrinsic, intrinsic and self-presentation.•We found that extrinsic elements do not affect cognitive reactions, but affect the enjoyment associated with the survey.•Self-presentation and intrinsic elements affect both cognitive and affective reactions.•Our results also indicate that gamification can serve as a positive signal for a signaling party.
Using the stimulus-organism-response (S-O-R) framework and signaling theory, we evaluated the signaling effect of gamification in online survey systems. Based on the Big Five personality assessment instrument, we developed an experimental study with two surveys – a traditional online survey with Likert scales, and a gamified survey powered by game mechanics. Then we evaluated the effect of both surveys on the users’ cognitive and affective reactions, as well as their preference toward the signaler. We also identified game elements that influence the individuals’ reactions when interacting with gamified surveys. The results suggest that gamification serves as a positive signal and increases affective reactions. 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Using the stimulus-organism-response (S-O-R) framework and signaling theory, we evaluated the signaling effect of gamification in online survey systems. Based on the Big Five personality assessment instrument, we developed an experimental study with two surveys – a traditional online survey with Likert scales, and a gamified survey powered by game mechanics. Then we evaluated the effect of both surveys on the users’ cognitive and affective reactions, as well as their preference toward the signaler. We also identified game elements that influence the individuals’ reactions when interacting with gamified surveys. The results suggest that gamification serves as a positive signal and increases affective reactions. These findings have theoretical and practical implications to improve the design of existing online surveys.</abstract><cop>Kidlington</cop><pub>Elsevier Ltd</pub><doi>10.1016/j.ijinfomgt.2019.06.001</doi><tpages>11</tpages><orcidid>https://orcid.org/0000-0002-6358-9161</orcidid></addata></record> |
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source | Library & Information Science Abstracts (LISA); ScienceDirect Freedom Collection 2022-2024 |
subjects | Big Five Computer & video games Evaluation Gamification Human computer interaction On-line systems Online surveys Polls & surveys S-O-R framework Signaling User experience design |
title | Would you like to play? A comparison of a gamified survey with a traditional online survey method |
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