Game On - Exploring Gamification in Online Surveys
(2025) SYSK16 20251Department 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:
http://lup.lub.lu.se/student-papers/record/9198036
- 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
- 2025
- 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}}, }