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Gamifying quantitative face-to-face interviews in rural India: An empirical evaluation based on the basic
Alice H Aubert1, Max N D Friedrich1,2
1Eawag: Swiss Federal Institute of Aquatic Science and Technology, Dübendorf, Switzerland.
Plos One
|January 28, 2021
Summary
Gamification in interviews did not improve respondent experience and can be counterproductive. However, the underlying psychological needs theory explained how feelings of competence and relatedness positively impacted interview experiences.
Area of Science:
- Social Science Research
- Health Research Methodology
- Human-Computer Interaction
Background:
- Standardized face-to-face interviews are common in low- and middle-income countries for social and health research.
- Interviews can be lengthy and negatively impact respondent experience.
- Gamification, incorporating game elements, is explored to enhance engagement.
Purpose of the Study:
- To evaluate a gamified interview format's impact on respondent experience.
- To test gamification's effectiveness using a randomized controlled trial.
- To understand the underlying psychological mechanisms through self-determination theory.
Main Methods:
- A randomized controlled trial involving 1266 respondents.
- Application of self-determination theory, focusing on basic psychological needs.
- Utilized single and multiple mediation analyses to examine effects.
Main Results:
- The gamified interview format did not significantly improve overall respondent experience.
- Gamification's impact was contingent on respondent ability; it could be counterproductive if overwhelming.
- Basic psychological needs theory effectively explained mechanisms: competence and relatedness enhanced experience.
Conclusions:
- Context-specific gamification design is crucial for effectiveness.
- Rigorous evaluations are needed to understand gamification's role in research settings.
- Future research should explore tailored gamification strategies based on psychological principles.
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