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Gamified online surveys: Assessing experience with self-determination theory
We developed four online interfaces supporting citizen participation in decision-making. We included (1) learning loops (LLs), good practice in decision analysis, and (2) gamification, to enliven an otherwise long and tedious survey. We investigated the effects of these features on drop-out rate, pe...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10575531/ https://www.ncbi.nlm.nih.gov/pubmed/37831685 http://dx.doi.org/10.1371/journal.pone.0292096 |
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author | Aubert, Alice H. Scheidegger, Andreas Schmid, Sara |
author_facet | Aubert, Alice H. Scheidegger, Andreas Schmid, Sara |
author_sort | Aubert, Alice H. |
collection | PubMed |
description | We developed four online interfaces supporting citizen participation in decision-making. We included (1) learning loops (LLs), good practice in decision analysis, and (2) gamification, to enliven an otherwise long and tedious survey. We investigated the effects of these features on drop-out rate, perceived experience, and basic psychological needs (BPNs): autonomy, competence, and relatedness, all from self-determination theory. We also investigated how BPNs and individual causality orientation influence experience of the four interfaces. Answers from 785 respondents, representative of the Swiss German-speaking population in age and gender, provided insightful results. LLs and gamification increased drop-out rate. Experience was better explained by the BPN satisfaction than by the interface, and this was moderated by respondents’ causality orientations. LLs increased the challenge, and gamification enhanced the social experience and playfulness. LLs frustrated all three needs, and gamification satisfied relatedness. Autonomy and relatedness both positively influenced the social experience, but competence was negatively correlated with challenge. All observed effects were small. Hence, using gamification for decision-making is questionable, and understanding individual variability is a prerequisite; this study has helped disentangle the diversity of responses to survey design options. |
format | Online Article Text |
id | pubmed-10575531 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-105755312023-10-14 Gamified online surveys: Assessing experience with self-determination theory Aubert, Alice H. Scheidegger, Andreas Schmid, Sara PLoS One Research Article We developed four online interfaces supporting citizen participation in decision-making. We included (1) learning loops (LLs), good practice in decision analysis, and (2) gamification, to enliven an otherwise long and tedious survey. We investigated the effects of these features on drop-out rate, perceived experience, and basic psychological needs (BPNs): autonomy, competence, and relatedness, all from self-determination theory. We also investigated how BPNs and individual causality orientation influence experience of the four interfaces. Answers from 785 respondents, representative of the Swiss German-speaking population in age and gender, provided insightful results. LLs and gamification increased drop-out rate. Experience was better explained by the BPN satisfaction than by the interface, and this was moderated by respondents’ causality orientations. LLs increased the challenge, and gamification enhanced the social experience and playfulness. LLs frustrated all three needs, and gamification satisfied relatedness. Autonomy and relatedness both positively influenced the social experience, but competence was negatively correlated with challenge. All observed effects were small. Hence, using gamification for decision-making is questionable, and understanding individual variability is a prerequisite; this study has helped disentangle the diversity of responses to survey design options. Public Library of Science 2023-10-13 /pmc/articles/PMC10575531/ /pubmed/37831685 http://dx.doi.org/10.1371/journal.pone.0292096 Text en © 2023 Aubert et al https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Aubert, Alice H. Scheidegger, Andreas Schmid, Sara Gamified online surveys: Assessing experience with self-determination theory |
title | Gamified online surveys: Assessing experience with self-determination theory |
title_full | Gamified online surveys: Assessing experience with self-determination theory |
title_fullStr | Gamified online surveys: Assessing experience with self-determination theory |
title_full_unstemmed | Gamified online surveys: Assessing experience with self-determination theory |
title_short | Gamified online surveys: Assessing experience with self-determination theory |
title_sort | gamified online surveys: assessing experience with self-determination theory |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10575531/ https://www.ncbi.nlm.nih.gov/pubmed/37831685 http://dx.doi.org/10.1371/journal.pone.0292096 |
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