In a recent qualitative study conducted for one of our clients, we asked participants to rate their satisfaction towards a service on a scale of 1 to 10 (revolutionary, isn’t it)? Most answers were between 7 and 9. We repeated the exercise, with the same question and the same topic, but this time exclusively with participants of a specific cultural group. Answers were almost exclusively 5’s and 6’s.

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My wife and I recently purchased a new car. On the whole, I would call the process uneventful. We had done our research and quickly identified the car we wanted to buy. It was just a matter of going to the dealership and closing the deal.

What really struck me about the process was what happened after we bought our car, more specifically the day we went to pick up the car at the dealer.

As we were getting ready to leave with our brand new car, our salesperson approached us and politely asked to speak to us privately. We gladly obliged and followed him to his desk.

What ensued was a classic case of marketing research losing its way.

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CATEGORIES : INTERNET SURVEYS, WEB PANEL SURVEYS
29 July 2014

Gamification is coming up as a new trend for data collection, making the experience more enjoyable for the respondent while allowing the researcher to obtain higher quality data. But how does one go about creating this experience?

A game for research purposes is built around two simple criteria:

A game needs rules, that are simple, clear and few.
A game needs a goal that is made explicit from the start and is attainable by all players

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