Professional Documents
Culture Documents
More Than A Game3
More Than A Game3
points of view
Have you ever missed your train stop because you were absorbed in your crossword
or magazine quiz? Whiled away a rainy afternoon with cards or a board game?
Played the slot machine on a seaside pier? Or do you own one of the 22 million
games consoles in use in the UK?
Before we started thinking about making surveys more like games, we knew about
the negative effect that bored respondents can have on the information you get
from surveys. We've developed effective techniques for overcoming this through
better design, language and imagery, using more creative questioning techniques
and applying learning from behavioural science.
Over the course of the experiments we undertook it became clear that the more
the respondent enjoyed the experience, the more feedback we received. But when
we started to observe the correlation between the amount of fun respondents had
completing a survey and the quality - not to mention quantity - of feedback they
gave us, we began to look to games for further inspiration.
Our year-long study conducted involved more than thirty research experiments
undertaken with more than 5,000 participants on behalf of six clients: Sony Music,
Allianz Insurance, AMS Media Group, Heinz, Kimberly-Clark and Mintel Research.
The findings should change the way online research is conducted.
We also spent some time looking at the way many video or online games are struc-
tured to provide the player with tasks which when put together are turned into a
series of quests. Our study found that by adding a motive to answer a question we
could improve the response rates. For example, we asked respondents how much
they liked each of a list of music acts. Typically, this yielded evaluations of 83
artists. Not bad. However, when we asked them to imagine that they owned their
own radio station and to decide which of the artists they would put on their sta-
tion's playlist, respondents were willing to spend longer deliberating their answers
and the average number of artists evaluated rose to 148.
Most game playing, of course, taps into our competitive spirit, so we explored ways
in which we could add a more competitive framework to questions. When we asked
respondents to make a list of their favourite foods, we received an average of six
items in response. When we told them they had two minutes to make a list of their
favourite foods, not only were respondents conditioned to spend the aribtary two
minutes that we had allocated, but also it produced an average of 35 items in reply.
That can make a major difference to the quality and insight a brand would receive
from its online research.
engage research
points of view
Rewards also have a major role to play. Most games have mechanisms for reward-
ing players, and we explored how we could incorporate these into surveys. A typi-
cal question such as "What emotions do you think people associate with?" pro-
duced an average response time of eight seconds and a 50% reported enjoyment
rate. When we told respondents they would win a point for every answer they
guessed right, time spent rose to 12 seconds and 90% said they enjoyed the expe-
rience.
But it's not just about language and question wording - design and visual stimuli are
also important. We experimented with a range of fun selection processes. For
example on the playlist question, respondents could place a 'Banned' sticker over
the artist's name. When we gave respondents a packet of crisps and a series of
labels to describe them, ranging from "well designed" and "good colours" to "uno-
riginal", we produced 15% more activity (in clicks) and 50% more fun reported by
respondents. The game concept became even more popular when we gave instant
feedback, for example by revealing their suggestions as correct on screen - 80% of
respondents said they enjoyed this approach.