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Implementing brand health &
satisfaction tracking using…games?
Jason Anderson
Founder & President
Game-Based Research: Implementing brand health and satisfaction tracking using...games?
US Population 18+
Don’t Play Games
Games are pervasive
Source: Insights MetaPoll, November 2014
Board &
Card Games
(32%)
Mobile
Games
(27%)
Console &
PC Games (24%)
Over 50% of
Americans
play games
US Population Male 18-44
Don’t Play Games
Games are pervasive
Source: Insights MetaPoll, November 2014
Board &
Card Games
(43%)
Mobile
Games
(49%)
75% of
Males 18-44
play games
Perception vs. Reality
What we think when we hear “gamification”
Survey Game Rules
(Research perspective):
• Recruit potentially qualified
participants
• Filter out bad candidates
• Filter out bad data
• Infer insights
Survey Game Rules
(Respondent perspective):
• Qualify for survey
• Answer questions
• Get paid
“You have to learn the rules of the game.
And then you have to play better than
anyone else.” Albert Einstein
explicit Rules
Focuses on UX
Influences Behavior
Example: Brand Tracker
Purchase
Intent
PerceptionsUsageAwareness
Example: Brand Tracker
Purchase
Intent
PerceptionsUsageAwareness
Brand X
X
X
X X
Example: Brand Tracker
Purchase
Intent
PerceptionsUsageAwareness
Brand X
X
X
X X
Example: Brand Tracker
Purchase
Intent
PerceptionsUsageAwareness
X
X
Example: Brand Tracker
Purchase
Intent
PerceptionsUsageAwareness
X
X
Example: Brand Tracker
Purchase
Intent
PerceptionsUsageAwareness



Example: Brand Tracker
Purchase
Intent
PerceptionsUsageAwareness



Game-Based Tracking Framework
Game
Portal
Awareness
Usage &
Perceptions
Purchase
Intent
Traditional User Flow
Unaided Awareness
Aided Awareness
Usage
Perceptions
Purchase Intent
User
Awareness
Search
Card Game
Shopping
Game
Linear vs. Non-Linear User Experience
User-Centric Game Model
Traditional Game
Correlation
r = .974
Data Consistency
“Never, ever underestimate the
importance of having fun.”
Randy Pausch
* SOURCE: MaxDiff and Gamification: The GenPop Effect: Testing MaxDiff Gamification with a General Population Sample, Insights Meta, July 8, 2014.
Played a game Answered a survey
Satisfaction with survey length
(top 2 box)
55%
37%
Played a game Answered a survey
How enjoyable was this study?
(top 2 box)
69%
34%
Benefits of games-based research
User
engagement
• Games are designed to engage
• Games require focus to play
• Games measure both System 1 (subconscious)
and System 2 (conscious)
Mobile devices
• Games are the #1 app category for mobile devices
• Mobile-first design
Cost & Time
• Games are software, and benefit from the
scalability and speed of all software solutions
Data integration
• Games can integrate with a wide variety of APIs
(data interfaces)
• Embed within a survey
• Integrate into a web page
Victory conditions
Challenge/ antagonist
Reward System
Jason Anderson
Founder & President
@dirkgently
www.insightsmeta.com

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Game-Based Research: Implementing brand health and satisfaction tracking using...games?