University of Oulu

Niels van Berkel, Jorge Goncalves, Simo Hosio, and Vassilis Kostakos. 2017. Gamification of Mobile Experience Sampling Improves Data Quality and Quantity. Proc. ACM Interact. Mob. Wearable Ubiquitous Technol. 1, 3, Article 107 (September 2017), 21 pages. DOI: https://doi.org/10.1145/3130972

Gamification of mobile experience sampling improves data quality and quantity

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Author: van Berkel, Niels1; Goncalves, Jorge1; Hosio, Simo2;
Organizations: 1The University of Melbourne
2University of Oulu
Format: article
Version: accepted version
Access: open
Online Access: PDF Full Text (PDF, 1.1 MB)
Persistent link: http://urn.fi/urn:nbn:fi-fe201901212661
Language: English
Published: Association for Computing Machinery, 2017
Publish Date: 2019-01-21
Description:

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.

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Series: Proceedings of the ACM on interactive, mobile, wearable and ubiquitous technologies
ISSN: 2474-9567
ISSN-E: 2474-9567
ISSN-L: 2474-9567
Volume: 1
Issue: 3
Article number: 107
DOI: 10.1145/3130972
OADOI: https://oadoi.org/10.1145/3130972
Type of Publication: A1 Journal article – refereed
Field of Science: 113 Computer and information sciences
Subjects:
Funding: This work is partially funded by the Academy of Finland (Grants 276786-AWARE, 286386-CPDSS, 285459-iSCIENCE, 304925-CARE), the European Commission (Grant, 6AIKA-A71143-AKAI), and Marie Skłodowska-Curie Actions (645706-GRAGE).
EU Grant Number: (645706) GRAGE - Grey and green in Europe: elderly living in urban areas
Academy of Finland Grant Number: 276786
286386
285459
304925
Detailed Information: 276786 (Academy of Finland Funding decision)
286386 (Academy of Finland Funding decision)
285459 (Academy of Finland Funding decision)
304925 (Academy of Finland Funding decision)
Copyright information: © Copyright is held by the owner/author(s). Publication rights licensed to ACM. 2017. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., https://doi.org/10.1145/3130972.