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STRICTLY PRIVATE AND CONFIDENTIAL 
TMRE2014
We have a problem… 
Surveys remain the No. 1 source of data for 
marketing researchers. 
BUT we have less respondents willing to 
take surveys or complete them. 
WHY is this? 
Hint: 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 2
Why it matters that surveys are boring… 
It all comes down to quality and cost: 
Respondent engagement is waning 
 Cooperation and completion rates continue to drop 
 Drop-off rates are higher 
Data quality is impacted 
 More respondents flat-lining 
Models are less robust 
 Less differentiation across attribute ratings 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 3
The Rise of Gamification… 
Gamification seems to be the silver bullet, 
golden ticket, 
the end-all-be-all, 
etc…. 
Many game elements do not look new – 
there has been experimentation for a few years 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 4
A brief look back at historical research... 
Galesic 
(2006) 
Drolet 
(2009) 
Metrixlab 
(2010) 
Malinoff 
(2010) 
Use visual 
elements to 
enhance the 
respondent’s 
experience 
To keep 
respondents 
motivated is by 
keeping the 
questions 
interesting 
Fun and 
engaging 
surveys keep 
respondents 
engaged and willing 
to participate in 
future surveys 
Gamified surveys 
can lead to longer 
completion 
times 
The focus and branding of gamification as a holistic set of techniques 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 5
Degrees of Gamification 
Gamification can take many forms… 
from restructuring traditional survey questions 
to building complex game environments in which panelists can compete 
The focus and branding of gamification as a holistic set of techniques 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 6
Engage! 
Gamification is intended to increase engagement and better data quality 
However, industry has discussed the ideas but has not implemented 
We are set to change that inertia 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 7
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 8
The Test 
Test the impact of engagement using an experimental design in which we test 
two versions of the same survey: 
Examples of ‘game-enhanced’ elements include: 
 Animation 
 Collage builder 
 Drag & Drop 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 9
Our Hypothesis 
The game-enhanced experience will result in higher levels of self-reported 
satisfaction and better data quality, measured as follows: 
Self-reported metrics 
 Interest 
 Ease of Understanding 
 Fun 
Data quality metrics 
 Straight-lining and ‘red herring’ questions 
 Comprehension 
 Word count and quality of open-end responses 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 10
Design Details 
Data Collection: 
 n = 1,119 
 Survey was fielded between August 18 and 25 
Screening Requirements: 
 Age 18+ 
 No competitive employment 
 Household financial / investment decision-makers 
 Household income over $25K 
 Has a banking relationship 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 11
OURRESULTS 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 12
The Theory 
Challenges with Testing Complex Concepts 
Adding an Animation 
Read a text-based 
description about ETFs 
Shown a short 
animation about ETFs 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 13
The Findings 
Game-Enhanced respondents have a higher propensity to take action 
69% 68% 
53% 50% 40% 
Seek more information 
about ETFs 
At least consider 
investing in ETFs 
They also understand the concept better 
52% 
Tell a friend or family 
member about ETFs 
70% 69% 75% 65% 
59% 51% 61% 53% 
How ETFs are 
different from 
individual stocks 
How ETFs are 
different from 
mutual funds 
When an ETF can 
be purchased on 
a stock exchange 
The fees 
associated with 
ETFs 
Standard Game-Enhanced 
Green text reflects a significant 
difference @ 90% confidence level 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 14
The Findings 
Game-Enhanced 
respondents rated the 
exercise more positively 
Standard Game-Enhanced 
This section of the 
survey was interesting to me 
The questions asked in this 
section were easy to 
understand 
This section of the 
survey was fun to complete 
85% 
70% 
80% 
65% 
93% 
71% 
Green text reflects a 
significant difference @ 
90% confidence level 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 15
OURRESULTS 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 16
The Theory 
Challenges with Personal Experience Questions 
Collage Building 
Answer a standard 
open-end question 
Build a collage and 
explain their selections in 
follow-up open-end 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 17
The Findings 
Game-Enhanced respondents had significantly higher word counts 
Average Length 
of Open End 16 
words 
23 
words 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 18
Additional Insights 
Game enhancement such as collage builder can solicit rich, personal 
emotional experiences 
“I am too scared after the 2008 downturn to invest my 
money. I feel like I already have a small amount of 
money to start with hence my empty pockets 
selection, that I would be taking a gamble if I did 
invest because what would happen? I feel like I'd 
look like the guy in the picture and need to be thrown 
a lifeline and the monkey's face represents how I 
would feel losing money.” 
“The image of the archer reminded me that although I 
can have my eye on the long-term target, anything 
can happen. The people balancing on the beach 
remind me that investing is a balancing act between 
risk and growth. The spiral staircase made me feel 
dizzy and that's what it's been like trying to 
understand why no one has been held criminally 
responsible for the 2008 mess from the banks or 
lending companies. The dice is all about gamble and 
that's how I feel about investing.” 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 19
The Findings 
Game-Enhanced 
respondents found the 
exercise more fun to 
complete 
Standard Game-Enhanced 
The questions asked in this 
section were easy to 
understand 
This section of the survey was 
interesting to me 
This section of the survey was 
fun to complete 
88% 
88% 
75% 
77% 
64% 
76% 
Green text reflects a 
significant difference @ 
90% confidence level 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 20
OURRESULTS 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 21
The Theory 
Common Challenge with Attribute Lists 
Drag and Drop 
Select from a standard 
5-point scale of appeal 
Drag pictures of cards 
into different boxes 
based on appeal 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 22
Standard Game-Enhanced 
The questions asked in this 
section were easy to 
understand 
This section of the 
survey was interesting to me 
This section of the 
survey was fun to complete 
86% 
85% 
98% 
95% 
89% 
85% 
The Findings 
No differences between 
respondents in the two 
survey experiences 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 23
Additional insight… 
Game-enhanced elements have an even bigger impact on less 
frequent survey takers 
A proxy for your customer lists 
The panelist of the future 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 24
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 25
Moving forward! 
Galesic 
(2006) 
Drolet 
(2009) 
METRIXlAB 
(2010) 
Malinoff 
(2010) 
Doran/ 
Yule 
(2014) 
Use visual 
elements to 
enhance the 
respondent’s 
experience 
To keep 
respondents 
motivated is by 
keeping the 
questions 
interesting 
Fun and 
engaging 
surveys keep 
respondents 
engaged and 
willing to 
participate in 
future surveys 
Gamified 
surveys can 
lead to longer 
completion 
times 
Game-enhanced 
techniques can lead 
to an increase in 
data quality and 
engagement but 
should be used 
appropriately 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 26
What you need to know 
 Comprehension of complex concepts and overall data quality can be 
higher when using game enhanced techniques 
 Gamification exercises need to be used appropriately 
 Game-enhanced questions can have a stronger impact on those who take 
surveys infrequently 
 Gamification techniques can re-engage respondents, help reignite interest, 
and counteract survey fatigue 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 27
Gamification can help with survey length 
Game-enhanced surveys can take more time. No matter how engaging the 
experience, length of a survey is a major factor in respondent satisfaction. 
8% 
shorter than actual time 
28% 
shorter than actual time 
Difference 
in Actual 
versus 
Perceived 
But, gamification can have an impact on the perceived length of survey. 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 28
When to use game-enhanced design 
DO’s: 
 Projects where the target 
audience is customers/non-panelist 
(‘light survey takers’) 
 When testing complex concepts 
and/or low interest topics 
 For important open-ended 
questions 
DON’Ts 
 Don’t use a game-enhanced 
design unless there is a good 
reason 
 Don’t let gamification overtake the 
research objectives 
 Avoid using with tracking or 
historical benchmarks projects 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 29
D 
Cha- Cha- Cha- Changes… 
Select a forward-thinking vendor 
Do they have mindset for change? 
Do they have the tools to set up projects ? 
CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 30

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Gamification Improves Survey Engagement and Data Quality

  • 1. STRICTLY PRIVATE AND CONFIDENTIAL TMRE2014
  • 2. We have a problem… Surveys remain the No. 1 source of data for marketing researchers. BUT we have less respondents willing to take surveys or complete them. WHY is this? Hint: CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 2
  • 3. Why it matters that surveys are boring… It all comes down to quality and cost: Respondent engagement is waning  Cooperation and completion rates continue to drop  Drop-off rates are higher Data quality is impacted  More respondents flat-lining Models are less robust  Less differentiation across attribute ratings CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 3
  • 4. The Rise of Gamification… Gamification seems to be the silver bullet, golden ticket, the end-all-be-all, etc…. Many game elements do not look new – there has been experimentation for a few years CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 4
  • 5. A brief look back at historical research... Galesic (2006) Drolet (2009) Metrixlab (2010) Malinoff (2010) Use visual elements to enhance the respondent’s experience To keep respondents motivated is by keeping the questions interesting Fun and engaging surveys keep respondents engaged and willing to participate in future surveys Gamified surveys can lead to longer completion times The focus and branding of gamification as a holistic set of techniques CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 5
  • 6. Degrees of Gamification Gamification can take many forms… from restructuring traditional survey questions to building complex game environments in which panelists can compete The focus and branding of gamification as a holistic set of techniques CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 6
  • 7. Engage! Gamification is intended to increase engagement and better data quality However, industry has discussed the ideas but has not implemented We are set to change that inertia CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 7
  • 8. CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 8
  • 9. The Test Test the impact of engagement using an experimental design in which we test two versions of the same survey: Examples of ‘game-enhanced’ elements include:  Animation  Collage builder  Drag & Drop CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 9
  • 10. Our Hypothesis The game-enhanced experience will result in higher levels of self-reported satisfaction and better data quality, measured as follows: Self-reported metrics  Interest  Ease of Understanding  Fun Data quality metrics  Straight-lining and ‘red herring’ questions  Comprehension  Word count and quality of open-end responses CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 10
  • 11. Design Details Data Collection:  n = 1,119  Survey was fielded between August 18 and 25 Screening Requirements:  Age 18+  No competitive employment  Household financial / investment decision-makers  Household income over $25K  Has a banking relationship CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 11
  • 12. OURRESULTS CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 12
  • 13. The Theory Challenges with Testing Complex Concepts Adding an Animation Read a text-based description about ETFs Shown a short animation about ETFs CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 13
  • 14. The Findings Game-Enhanced respondents have a higher propensity to take action 69% 68% 53% 50% 40% Seek more information about ETFs At least consider investing in ETFs They also understand the concept better 52% Tell a friend or family member about ETFs 70% 69% 75% 65% 59% 51% 61% 53% How ETFs are different from individual stocks How ETFs are different from mutual funds When an ETF can be purchased on a stock exchange The fees associated with ETFs Standard Game-Enhanced Green text reflects a significant difference @ 90% confidence level CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 14
  • 15. The Findings Game-Enhanced respondents rated the exercise more positively Standard Game-Enhanced This section of the survey was interesting to me The questions asked in this section were easy to understand This section of the survey was fun to complete 85% 70% 80% 65% 93% 71% Green text reflects a significant difference @ 90% confidence level CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 15
  • 16. OURRESULTS CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 16
  • 17. The Theory Challenges with Personal Experience Questions Collage Building Answer a standard open-end question Build a collage and explain their selections in follow-up open-end CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 17
  • 18. The Findings Game-Enhanced respondents had significantly higher word counts Average Length of Open End 16 words 23 words CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 18
  • 19. Additional Insights Game enhancement such as collage builder can solicit rich, personal emotional experiences “I am too scared after the 2008 downturn to invest my money. I feel like I already have a small amount of money to start with hence my empty pockets selection, that I would be taking a gamble if I did invest because what would happen? I feel like I'd look like the guy in the picture and need to be thrown a lifeline and the monkey's face represents how I would feel losing money.” “The image of the archer reminded me that although I can have my eye on the long-term target, anything can happen. The people balancing on the beach remind me that investing is a balancing act between risk and growth. The spiral staircase made me feel dizzy and that's what it's been like trying to understand why no one has been held criminally responsible for the 2008 mess from the banks or lending companies. The dice is all about gamble and that's how I feel about investing.” CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 19
  • 20. The Findings Game-Enhanced respondents found the exercise more fun to complete Standard Game-Enhanced The questions asked in this section were easy to understand This section of the survey was interesting to me This section of the survey was fun to complete 88% 88% 75% 77% 64% 76% Green text reflects a significant difference @ 90% confidence level CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 20
  • 21. OURRESULTS CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 21
  • 22. The Theory Common Challenge with Attribute Lists Drag and Drop Select from a standard 5-point scale of appeal Drag pictures of cards into different boxes based on appeal CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 22
  • 23. Standard Game-Enhanced The questions asked in this section were easy to understand This section of the survey was interesting to me This section of the survey was fun to complete 86% 85% 98% 95% 89% 85% The Findings No differences between respondents in the two survey experiences CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 23
  • 24. Additional insight… Game-enhanced elements have an even bigger impact on less frequent survey takers A proxy for your customer lists The panelist of the future CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 24
  • 25. CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 25
  • 26. Moving forward! Galesic (2006) Drolet (2009) METRIXlAB (2010) Malinoff (2010) Doran/ Yule (2014) Use visual elements to enhance the respondent’s experience To keep respondents motivated is by keeping the questions interesting Fun and engaging surveys keep respondents engaged and willing to participate in future surveys Gamified surveys can lead to longer completion times Game-enhanced techniques can lead to an increase in data quality and engagement but should be used appropriately CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 26
  • 27. What you need to know  Comprehension of complex concepts and overall data quality can be higher when using game enhanced techniques  Gamification exercises need to be used appropriately  Game-enhanced questions can have a stronger impact on those who take surveys infrequently  Gamification techniques can re-engage respondents, help reignite interest, and counteract survey fatigue CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 27
  • 28. Gamification can help with survey length Game-enhanced surveys can take more time. No matter how engaging the experience, length of a survey is a major factor in respondent satisfaction. 8% shorter than actual time 28% shorter than actual time Difference in Actual versus Perceived But, gamification can have an impact on the perceived length of survey. CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 28
  • 29. When to use game-enhanced design DO’s:  Projects where the target audience is customers/non-panelist (‘light survey takers’)  When testing complex concepts and/or low interest topics  For important open-ended questions DON’Ts  Don’t use a game-enhanced design unless there is a good reason  Don’t let gamification overtake the research objectives  Avoid using with tracking or historical benchmarks projects CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 29
  • 30. D Cha- Cha- Cha- Changes… Select a forward-thinking vendor Do they have mindset for change? Do they have the tools to set up projects ? CHASE | SOCRATIC TECHNOLOGIES | TMRE2014 30

Editor's Notes

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