Rozdział w monografii
Brak miniatury
Licencja

ClosedAccessDostęp zamknięty
 

Gamified Market Research: Increasing Respondents’ Engagement

dc.abstract.enGamification is considered an important tool in the modern market research. It helps to understand the consumers’ motivations and obtain deeper data by creating more enjoyable conditions and increasing engagement in the research process. Elements of games are used both in the quantitative and qualitative research. Many studies in this field focus on the analysis of the dropout rate, completion rate or completion time in the surveys. This chapter presents a review of the research aimed at the analysis of different measure of the respondents’ engagement – their productivity. The results of the experiments in various fields of market research are coherent – the use of gamified tasks makes people write more – they give more elaborate answers. Such results have vast practical implications. This review could be used as a toolbox for market researchers who want to amplify the survey tasks as well as focus group experience and obtain more thorough data.
dc.affiliationUniwersytet Warszawski
dc.contributor.authorŚcibor-Rylski, Michał
dc.date.accessioned2024-01-28T20:34:21Z
dc.date.available2024-01-28T20:34:21Z
dc.date.issued2022
dc.description.financeNie dotyczy
dc.identifier.urihttps://repozytorium.uw.edu.pl//handle/item/153223
dc.identifier.weblinkhttps://repozytorium.kozminski.edu.pl/pub/7008
dc.languageeng
dc.pbn.affiliationmanagement and quality studies
dc.publisher.ministerialWydawnictwo Poltext
dc.relation.bookExtending boundaries : the impact of the digital world on consumers and marketing
dc.relation.pages113-123
dc.rightsClosedAccess
dc.sciencecloudnosend
dc.subject.engamification
dc.subject.enmarket research
dc.subject.enprojective techniqes
dc.titleGamified Market Research: Increasing Respondents’ Engagement
dc.typeMonographChapter
dspace.entity.typePublication