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Gamification of mobile experience sampling improves data quality and quantity

van Berkel, Niels; Goncalves, Jorge; Hosio, Simo; Kostakos, Vassilis (2017-09-01)

 
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https://doi.org/10.1145/3130972

van Berkel, Niels
Goncalves, Jorge
Hosio, Simo
Kostakos, Vassilis
Association for Computing Machinery
01.09.2017

Niels van Berkel, Jorge Goncalves, Simo Hosio, and Vassilis Kostakos. 2017. Gamification of Mobile Experience Sampling Improves Data Quality and Quantity. Proc. ACM Interact. Mob. Wearable Ubiquitous Technol. 1, 3, Article 107 (September 2017), 21 pages. DOI: https://doi.org/10.1145/3130972

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© Copyright is held by the owner/author(s). Publication rights licensed to ACM. 2017. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., https://doi.org/10.1145/3130972.
https://rightsstatements.org/vocab/InC/1.0/
doi:https://doi.org/10.1145/3130972
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Abstract

The Experience Sampling Method is used to capture high-quality in situ data from study participants. This method has become popular in studies involving smartphones, where it is often adapted to motivate participation through the use of gamification techniques. However, no work to date has evaluated whether gamification actually affects the quality and quantity of data collected through Experience Sampling. Our study systematically investigates the effect of gamification on the quantity and quality of experience sampling responses on smartphones. In a field study, we combine event contingent and interval contingent triggers to ask participants to describe their location. Subsequently, participants rate the quality of these entries by playing a game with a purpose. Our results indicate that participants using the gamified version of our ESM software provided significantly higher quality responses, slightly increased their response rate, and provided significantly more data on their own accord. Our findings suggest that gamifying experience sampling can improve data collection and quality in mobile settings.

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