Title
Gamification of Mobile Experience Sampling Improves Data Quality and Quantity.
Abstract
The Experience Sampling Method is used to capture high-quality in situ data from study participants. This method has become popular in studies involving smartphones, where it is often adapted to motivate participation through the use of gamification techniques. However, no work to date has evaluated whether gamification actually affects the quality and quantity of data collected through Experience Sampling. Our study systematically investigates the effect of gamification on the quantity and quality of experience sampling responses on smartphones. In a field study, we combine event contingent and interval contingent triggers to ask participants to describe their location. Subsequently, participants rate the quality of these entries by playing a game with a purpose. Our results indicate that participants using the gamified version of our ESM software provided significantly higher quality responses, slightly increased their response rate, and provided significantly more data on their own accord. Our findings suggest that gamifying experience sampling can improve data collection and quality in mobile settings.
Year
DOI
Venue
2017
10.1145/3130972
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
Keywords
DocType
Volume
CSCW,EMA,ESM,crowdsensing,experience sampling method,human behavior,labeling,location,motivation,sensing
Journal
1
Issue
ISSN
Citations 
3
2474-9567
4
PageRank 
References 
Authors
0.49
0
4
Name
Order
Citations
PageRank
Niels van Berkel112728.87
Goncalves, J.240442.24
Simo Hosio366853.04
Vassilis Kostakos41718138.50