Real-time incentivizing survey completion with game-based rewards in experience sampling research may increase data quantity, but reduces data quality

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Computers in Human Behavior Pub Date : 2024-07-02 DOI:10.1016/j.chb.2024.108360
Egon Dejonckheere , Stijn Verdonck , Joren Andries , Natalie Röhrig , Maarten Piot , Ghijs Kilani , Merijn Mestdagh
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Abstract

Experience sampling methodology (ESM) requires participants to repeatedly rate various psychological states in everyday life. This can be burdensome, leading to frequently skipped or missed assessments that undermine the ecological validity of collected data. Financially compensating participants may counter suboptimal response rates, but monetary rewards are not always feasible or ethical, and are unfitting to counter non-response in the moment. Here, we investigated the potential of a gamified momentary reward strategy to encourage survey completion. In a between-person experiment, we randomly assigned 193 participants to take part in a standard (i.e., no momentary incentives) or gamified ESM protocol. Upon completing a survey in the gamified condition, participants immediately received some virtual coins to purchase various in-app rewards (fun facts or personalized graphs). Gamifying momentary survey completion resulted in higher response rates and shorter latencies, but only for participants who frequently bought rewards in the coin store. Paradoxically, momentary gamification also caused participants’ responses to be slightly more unreliable. Completion times did not differ. The reward schemes of future ESM studies should focus on both response quantity and quality. To further explore the potential of momentary incentive strategies, we provide open access to customizable gamification building blocks within our ESM platform, m-Path.

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在经验抽样研究中,利用游戏奖励实时激励调查完成,可能会增加数据数量,但会降低数据质量
经验取样方法(ESM)要求参与者反复评价日常生活中的各种心理状态。这可能会造成负担,导致经常跳过或错过评估,从而破坏所收集数据的生态有效性。对参与者进行经济补偿可能会抵消次优响应率,但金钱奖励并不总是可行或符合道德规范,也不适合抵消当下的非响应。在此,我们研究了游戏化的瞬间奖励策略在鼓励完成调查问卷方面的潜力。在一项人际实验中,我们随机分配了 193 名参与者参加标准(即无瞬间奖励)或游戏化的无害环境管理协议。在游戏化条件下完成调查后,参与者会立即获得一些虚拟硬币,用于购买各种应用内奖励(趣闻或个性化图表)。将瞬间调查完成游戏化可提高回复率并缩短延迟时间,但这只适用于经常在金币商店购买奖励的参与者。矛盾的是,瞬间游戏化也导致参与者的回答略微不可靠。完成时间没有差别。未来无害环境管理研究的奖励方案应该同时关注反应的数量和质量。为了进一步探索瞬时奖励策略的潜力,我们在我们的ESM平台m-Path中提供了可定制的游戏化构建模块的开放访问权限。
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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