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In this paper we discuss a gamified data collection instrument that is designed to indirectly collect user personality traits data. Specifically, we provide an integrated view of how the individual’s personality data can be obtained via gamified systems and discuss the influence of gamified systems on user enjoyment and data quality. With a sample of 226 individuals, we examined two research questions. First, we explored how personality characteristics can be obtained via gamified survey systems. Second, we investigated how gamified systems affect user enjoyment and focused attention as opposed to traditional online surveys. Our results suggest that gamified systems have the potential to capture user data and at the same time provide a higher level of enjoyment for users. This study paves the way for future research investigating whether gamification is an appropriate tool to improve the quality of user self-reported data.

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Aug 10th, 12:00 AM

To Gamify or Not? The Development of a Gamified Data Collection Instrument for User Self-Reported Data

In this paper we discuss a gamified data collection instrument that is designed to indirectly collect user personality traits data. Specifically, we provide an integrated view of how the individual’s personality data can be obtained via gamified systems and discuss the influence of gamified systems on user enjoyment and data quality. With a sample of 226 individuals, we examined two research questions. First, we explored how personality characteristics can be obtained via gamified survey systems. Second, we investigated how gamified systems affect user enjoyment and focused attention as opposed to traditional online surveys. Our results suggest that gamified systems have the potential to capture user data and at the same time provide a higher level of enjoyment for users. This study paves the way for future research investigating whether gamification is an appropriate tool to improve the quality of user self-reported data.