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What does gamification
offer to healthcare
research?
Jon Puleston
VP Innovation
Rachel Medcalf
Managing Director
Joanna Thompson
Research Director
Everyone’s talking about it but is gamification
worth all the hype?
What is gamification?
• Somewhat misleading phrase – prefer to think of a
process of art direction, copy writing and critical editing
• Thinking of a survey like an advertising agency thinks
about an advert
• Treating it as a piece of entertainment
GAMIFICATION
COPY WRITING
& ART DIRECTION
THE MATHS OF
GAMIFICATION
START AT -1
BORING LESS BORING INTERESTING FUN
-1 0 1 2
WORK IN THIS TERRITORY
DEBORIFICATION!
The KEY elements…
• Working on the visual experience
• Working on the language and wording
• Working on motivation factors
Working on
the design
Working on
the language
Placing boundaries
around tasks…
If you only had 40 words to describe
why you prescribed this treatment...
Giving feedback
and rewards
GAMIFICATION
COPY WRITING
ART DIRECTING
VISUALISING
SURVEY
MAKING IT
REWARDING
What is gamification?
Respondents
have a better
experience
Respondents
tell us more
Results are
more accurate
and closer to
reality
Surveys can be
more time
efficient
Gamification myths
WILL THE MYTHS BE…
Research objectives
“Traditional” research arm
N=80
Questions framed around
peer review
N=64
“Gamified” research arm
N=125
Questions framed around
a junior colleague
N=61
Physicians
Mix of closed
and open
ended
questions
20 minute
online survey
Myth: respondents have
a better experience
How enjoyable
did you find the
survey?
Very - 9% Very - 17%
How visually
engaging did you
find the survey?
Very - 11%
Very - 47%
Significant
difference
(95%)
Significant
difference
(99%)
VS.
TRADITIONAL GAMIFIED
“Much better than
most I have done. I like
the visual element”
What did you like
about it?
Appearance/visuals - 39%
Easy to complete - 13%
Different - 12%
“Novelty was wearing
off towards the end”
“Was a bit silly”
“Stimulating - it
keeps your attention
going for longer.”
GAMIFIED
Short - 31%
Simple - 23%
Thought provoking - 18%
“Easy and simple
format”
What did you like
about it?
“Some ratings can
get tedious.”
“It was short and
to the point”
TRADITIONAL
Myth: respondents have
a better experience
Myth: surveys can be
more time efficient
Visual questions are quicker to answer but yield the
same results
14% 15%
23%
22%
18% 18%
15% 16%
1% 1%
6%
7%
10%
9%
13% 11%
Traditional Gamified
Brand I
Brand H
Brand G
Brand F
Brand E
Brand D
Brand C
Brand B
Brand A
% of patients currently receiving each treatment
Average:
87seconds
Average:
53seconds
Myth: respondents tell
us more
Can a simple game mechanic lead to greater feedback?
1 question:
If you only had 40
words to describe
Product X to this
patient/patient’s carer
as a treatment option,
how would you sum
up its benefits vs.
drawbacks?
2 questions:
What are the
advantages of Product
X in a patient like this?
What are the
disadvantages of
Product X in a patient
like this?
VS.
TRADITIONAL GAMIFIED
Yes!
Average 19 words
“From clinical evidence and my own
experience, it has been extremely efficacious for
patients and has improved patients symptoms,
kept them out of inpatient settings and helped
them get back a quality of life without too
many side effects.”
Average 14 words
(both questions combined)
Advantage: “Improved compliance”
Disadvantage: “He might not like
taking a regular injection” VS.TRADITIONAL
GAMIFIED
But decoration doesn’t always lead to greater depth
The question itself needs to
engage respondents to think
differently – just looking pretty
doesn’t encourage people to
write more
Critical peer review leads to revelations around barriers
Q: What do you think
physicians think about
when they are choosing a
Tx?
Q: What are the factors
they may not admit to?
Led to the most useful insights!
More in-depth nuggets of information
GAMIFIED
2
3
4
5
6
7
8
9
Attribute 1 Attribute 2 Attribute 3 Attribute 4 Attribute 5 Attribute 6
Meanscore(1-10)
Brand X Brand A Brand B Brand C Brand D
2
3
4
5
6
7
8
9
Attribute 1 Attribute 2 Attribute 3 Attribute 4 Attribute 5 Attribute 6
Meanscore(1-10)
Product ratings show
clearer differentiation
in the gamified version
TRADITIONAL
GAMIFIED
Myth: respondents tell
us more
Myth: results are more
accurate and closer to
reality
Improvements to accuracy is much harder to prove!
• Physicians we spoke to post survey did say that thinking
in the context of others reflected their own opinions
• Changes to how we asked the rating and ranking scales
demonstrated a clear differentiation
• But does this actually reflect reality
TRADITIONAL GAMIFIED
So where do we go
from here?
Respondents
have a better
experience
Respondents
tell us more
Results are
more accurate
and closer to
reality
Surveys can be
more time
efficient
Gamification myths
We face challenges in healthcare that do not exist
in consumer
Limited universe of
respondents
Slow processes
Ethics &
compliance
considerations
We also pay our respondents
Financial motivation to
complete surveys – we are not
relying on good will
Encouraging signs
Worth pursuing – we have learned a lot from
one experiment but have also raised more
questions – more myths to be busted
Some techniques work
better than others?
Gamification is
particularly beneficial in
longer surveys?
Different respondent
types respond
differently to
different gamification
elements?
Creates better
engagement in other
applications i.e.
qualitative research,
workshops?
Thank you
Jon Puleston
VP Innovation
Rachel Medcalf
Managing Director
Joanna Thompson
Research Director

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Rachel Medcalf, Jo Thompson & Jon Puleston

  • 1. What does gamification offer to healthcare research? Jon Puleston VP Innovation Rachel Medcalf Managing Director Joanna Thompson Research Director
  • 2.
  • 3.
  • 4. Everyone’s talking about it but is gamification worth all the hype?
  • 6. • Somewhat misleading phrase – prefer to think of a process of art direction, copy writing and critical editing • Thinking of a survey like an advertising agency thinks about an advert • Treating it as a piece of entertainment GAMIFICATION COPY WRITING & ART DIRECTION
  • 7. THE MATHS OF GAMIFICATION START AT -1 BORING LESS BORING INTERESTING FUN -1 0 1 2 WORK IN THIS TERRITORY DEBORIFICATION!
  • 8. The KEY elements… • Working on the visual experience • Working on the language and wording • Working on motivation factors
  • 11. Placing boundaries around tasks… If you only had 40 words to describe why you prescribed this treatment...
  • 14. Respondents have a better experience Respondents tell us more Results are more accurate and closer to reality Surveys can be more time efficient Gamification myths WILL THE MYTHS BE…
  • 15. Research objectives “Traditional” research arm N=80 Questions framed around peer review N=64 “Gamified” research arm N=125 Questions framed around a junior colleague N=61 Physicians Mix of closed and open ended questions 20 minute online survey
  • 16. Myth: respondents have a better experience
  • 17. How enjoyable did you find the survey? Very - 9% Very - 17% How visually engaging did you find the survey? Very - 11% Very - 47% Significant difference (95%) Significant difference (99%) VS. TRADITIONAL GAMIFIED
  • 18. “Much better than most I have done. I like the visual element” What did you like about it? Appearance/visuals - 39% Easy to complete - 13% Different - 12% “Novelty was wearing off towards the end” “Was a bit silly” “Stimulating - it keeps your attention going for longer.” GAMIFIED
  • 19. Short - 31% Simple - 23% Thought provoking - 18% “Easy and simple format” What did you like about it? “Some ratings can get tedious.” “It was short and to the point” TRADITIONAL
  • 20. Myth: respondents have a better experience
  • 21. Myth: surveys can be more time efficient
  • 22. Visual questions are quicker to answer but yield the same results 14% 15% 23% 22% 18% 18% 15% 16% 1% 1% 6% 7% 10% 9% 13% 11% Traditional Gamified Brand I Brand H Brand G Brand F Brand E Brand D Brand C Brand B Brand A % of patients currently receiving each treatment Average: 87seconds Average: 53seconds
  • 24. Can a simple game mechanic lead to greater feedback? 1 question: If you only had 40 words to describe Product X to this patient/patient’s carer as a treatment option, how would you sum up its benefits vs. drawbacks? 2 questions: What are the advantages of Product X in a patient like this? What are the disadvantages of Product X in a patient like this? VS. TRADITIONAL GAMIFIED
  • 25. Yes! Average 19 words “From clinical evidence and my own experience, it has been extremely efficacious for patients and has improved patients symptoms, kept them out of inpatient settings and helped them get back a quality of life without too many side effects.” Average 14 words (both questions combined) Advantage: “Improved compliance” Disadvantage: “He might not like taking a regular injection” VS.TRADITIONAL GAMIFIED
  • 26. But decoration doesn’t always lead to greater depth The question itself needs to engage respondents to think differently – just looking pretty doesn’t encourage people to write more
  • 27. Critical peer review leads to revelations around barriers Q: What do you think physicians think about when they are choosing a Tx? Q: What are the factors they may not admit to? Led to the most useful insights! More in-depth nuggets of information GAMIFIED
  • 28. 2 3 4 5 6 7 8 9 Attribute 1 Attribute 2 Attribute 3 Attribute 4 Attribute 5 Attribute 6 Meanscore(1-10) Brand X Brand A Brand B Brand C Brand D 2 3 4 5 6 7 8 9 Attribute 1 Attribute 2 Attribute 3 Attribute 4 Attribute 5 Attribute 6 Meanscore(1-10) Product ratings show clearer differentiation in the gamified version TRADITIONAL GAMIFIED
  • 30. Myth: results are more accurate and closer to reality
  • 31. Improvements to accuracy is much harder to prove! • Physicians we spoke to post survey did say that thinking in the context of others reflected their own opinions • Changes to how we asked the rating and ranking scales demonstrated a clear differentiation • But does this actually reflect reality TRADITIONAL GAMIFIED
  • 32. So where do we go from here?
  • 33. Respondents have a better experience Respondents tell us more Results are more accurate and closer to reality Surveys can be more time efficient Gamification myths
  • 34. We face challenges in healthcare that do not exist in consumer Limited universe of respondents Slow processes Ethics & compliance considerations
  • 35. We also pay our respondents Financial motivation to complete surveys – we are not relying on good will
  • 36. Encouraging signs Worth pursuing – we have learned a lot from one experiment but have also raised more questions – more myths to be busted Some techniques work better than others? Gamification is particularly beneficial in longer surveys? Different respondent types respond differently to different gamification elements? Creates better engagement in other applications i.e. qualitative research, workshops?
  • 37. Thank you Jon Puleston VP Innovation Rachel Medcalf Managing Director Joanna Thompson Research Director