Egon Dejonckheere , Stijn Verdonck , Joren Andries , Natalie Röhrig , Maarten Piot , Ghijs Kilani , Merijn Mestdagh
{"title":"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","authors":"Egon Dejonckheere , Stijn Verdonck , Joren Andries , Natalie Röhrig , Maarten Piot , Ghijs Kilani , Merijn Mestdagh","doi":"10.1016/j.chb.2024.108360","DOIUrl":null,"url":null,"abstract":"<div><p>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.</p></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":null,"pages":null},"PeriodicalIF":9.0000,"publicationDate":"2024-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Real-time incentivizing survey completion with game-based rewards in experience sampling research may increase data quantity, but reduces data quality\",\"authors\":\"Egon Dejonckheere , Stijn Verdonck , Joren Andries , Natalie Röhrig , Maarten Piot , Ghijs Kilani , Merijn Mestdagh\",\"doi\":\"10.1016/j.chb.2024.108360\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>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.</p></div>\",\"PeriodicalId\":48471,\"journal\":{\"name\":\"Computers in Human Behavior\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":9.0000,\"publicationDate\":\"2024-07-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computers in Human Behavior\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0747563224002280\",\"RegionNum\":1,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"PSYCHOLOGY, EXPERIMENTAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in Human Behavior","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0747563224002280","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
Real-time incentivizing survey completion with game-based rewards in experience sampling research may increase data quantity, but reduces data quality
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.
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.