Skip to main content

LUP Student Papers

LUND UNIVERSITY LIBRARIES

Game On - Exploring Gamification in Online Surveys

Eriksson, Karl ; Martin Macarro, Rafael and Nerius, Samuel (2025) SYSK16 20251
Department of Informatics
Abstract
This thesis explores how gamification affects respondent engagement and data quality in online surveys. A between-subjects experiment with 203 participants compared a gamified survey featuring progress bars, rewards, feedback, and a storyline with a non-gamified version. The study was guided by the Technology Acceptance Model 2, Self-Determination Theory, and Flow Theory. Results showed that gamification significantly increased time on survey and the average word count per question, suggesting higher cognitive involvement. However, no significant differences were found in completion rates or item non-response rates. These findings indicate that while gamification can improve certain engagement metrics, it does not universally enhance data... (More)
This thesis explores how gamification affects respondent engagement and data quality in online surveys. A between-subjects experiment with 203 participants compared a gamified survey featuring progress bars, rewards, feedback, and a storyline with a non-gamified version. The study was guided by the Technology Acceptance Model 2, Self-Determination Theory, and Flow Theory. Results showed that gamification significantly increased time on survey and the average word count per question, suggesting higher cognitive involvement. However, no significant differences were found in completion rates or item non-response rates. These findings indicate that while gamification can improve certain engagement metrics, it does not universally enhance data quality. The study offers practical insights for survey design and highlights directions for future research. (Less)
Please use this url to cite or link to this publication:
author
Eriksson, Karl ; Martin Macarro, Rafael and Nerius, Samuel
supervisor
organization
alternative title
A quantitative experimental study of how game-like design elements influence respondent behavior in digital survey environments
course
SYSK16 20251
year
type
M2 - Bachelor Degree
subject
keywords
Gamification, Online Surveys, Respondent Engagement, Data Quality
language
English
id
9198036
date added to LUP
2025-06-16 08:43:17
date last changed
2025-06-16 08:43:17
@misc{9198036,
  abstract     = {{This thesis explores how gamification affects respondent engagement and data quality in online surveys. A between-subjects experiment with 203 participants compared a gamified survey featuring progress bars, rewards, feedback, and a storyline with a non-gamified version. The study was guided by the Technology Acceptance Model 2, Self-Determination Theory, and Flow Theory. Results showed that gamification significantly increased time on survey and the average word count per question, suggesting higher cognitive involvement. However, no significant differences were found in completion rates or item non-response rates. These findings indicate that while gamification can improve certain engagement metrics, it does not universally enhance data quality. The study offers practical insights for survey design and highlights directions for future research.}},
  author       = {{Eriksson, Karl and Martin Macarro, Rafael and Nerius, Samuel}},
  language     = {{eng}},
  note         = {{Student Paper}},
  title        = {{Game On - Exploring Gamification in Online Surveys}},
  year         = {{2025}},
}