A simple way to gamify ecological momentary assessment studies and improve survey adherence with adolescents: The Emoji Game.

IF 3.3 2区 心理学 Q1 PSYCHOLOGY, CLINICAL Psychological Assessment Pub Date : 2025-06-01 Epub Date: 2025-04-07 DOI:10.1037/pas0001371
Evan M Kleiman, Catherine R Glenn, Emelyn C Auad, Hannah R Krall, Abigail J Luce, Dana R Steinberg, Elizabeth A Edershile, Richard T Liu
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Abstract

One of the largest challenges in intensive longitudinal monitoring studies (e.g., ecological momentary assessment [EMA]) that include repeated assessments of constructs of interest is getting participants to complete the surveys they are sent. The goal of this study was to test a simple gamification method called "The Emoji Game" that was designed to increase adherence with EMA surveys (i.e., compliance or completing more surveys). The game involved embedding an emoji (i.e., a pictogram) randomly into one of the survey questions, where both the emoji and question where the emoji was hidden changed every few days. Participants who found the emoji were given an entry into a raffle to win a bonus gift card. Participants were 85 adolescents, who were recently admitted to acute psychiatric care due to suicidal thoughts or behaviors, and administered an EMA protocol for 4 weeks after discharge. This study covered three time periods: the 4 months that we ran the Emoji Game (n = 31), the 4 months immediately before the Emoji Game (n = 22), and the same period as the Emoji Game 1 year prior (n = 32). We found that participants in the "Emoji Game" period completed significantly more surveys (M compliance = 63.07%) than either comparison group (40.47% and 43.98% for 4 months and 1 year prior, respectively). We found no differences among groups on survey engagement (e.g., number of zeros per survey, a metric of careless and quick responding). Taken together, this suggests that the Emoji Game is an easy, low-burden way to gamify EMA studies that increases compliance. (PsycInfo Database Record (c) 2025 APA, all rights reserved).

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一个简单的方法来游戏化生态瞬间评估研究,提高青少年的调查依从性:表情符号游戏。
在密集的纵向监测研究中(例如,生态瞬时评估[EMA]),包括对感兴趣的结构的重复评估,最大的挑战之一是让参与者完成他们发送的调查。本研究的目的是测试一种简单的游戏化方法,称为“表情符号游戏”,旨在提高对EMA调查的依从性(即遵守或完成更多调查)。该游戏涉及将一个表情符号(即象形文字)随机嵌入一个调查问题中,其中表情符号和隐藏表情符号的问题每隔几天都会改变一次。找到表情符号的参与者可以参加抽奖,赢得一张额外的礼品卡。参与者是85名青少年,他们最近因自杀念头或行为而入院接受急性精神护理,并在出院后接受4周的EMA方案。这项研究涵盖了三个时间段:我们运行Emoji游戏的4个月(n = 31), Emoji游戏之前的4个月(n = 22),以及Emoji游戏1年前的同一时期(n = 32)。我们发现,“Emoji游戏”期间的参与者完成的调查(M符合性= 63.07%)明显高于任何一个对照组(4个月和1年前分别为40.47%和43.98%)。我们发现各组之间在调查参与度上没有差异(例如,每个调查的零数,一个粗心和快速反应的度量)。综上所述,这表明表情符号游戏是一种简单、低负担的方式,可以将EMA研究游戏化,从而提高依从性。(PsycInfo Database Record (c) 2025 APA,版权所有)。
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来源期刊
Psychological Assessment
Psychological Assessment PSYCHOLOGY, CLINICAL-
CiteScore
5.70
自引率
5.60%
发文量
167
期刊介绍: Psychological Assessment is concerned mainly with empirical research on measurement and evaluation relevant to the broad field of clinical psychology. Submissions are welcome in the areas of assessment processes and methods. Included are - clinical judgment and the application of decision-making models - paradigms derived from basic psychological research in cognition, personality–social psychology, and biological psychology - development, validation, and application of assessment instruments, observational methods, and interviews
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