Gaming for Respondents: A Test of the Impact of Gamification on Completion Rates
This paper examines the challenge for marketing research companies in overcoming consumers' reluctance to participate in surveys in order to provide decision makers with quality data. On the one hand, clients are increasingly demanding more data; these clients are interested in employing and refining many of the trends in business analytics - Big Data, data-driven customer relationship management, more sophisticated customer segmentation or simply monitoring customer satisfaction. In order to do this, the clients are demanding more data, more often. On the other hand, marketing research companies are finding it increasingly difficult to get respondents to participate in quantitative studies. The cost of reaching respondents, getting them to begin a survey and, more importantly, complete the survey with thoughtful and honest answers, is decreasing the profit margin for many marketing research companies. How can marketing research companies deal with this difficult dilemma?