Evan M Kleiman, Catherine R Glenn, Emelyn C Auad, Hannah R Krall, Abigail J Luce, Dana R Steinberg, Elizabeth A Edershile, Richard T Liu
{"title":"A simple way to gamify ecological momentary assessment studies and improve survey adherence with adolescents: The Emoji Game.","authors":"Evan M Kleiman, Catherine R Glenn, Emelyn C Auad, Hannah R Krall, Abigail J Luce, Dana R Steinberg, Elizabeth A Edershile, Richard T Liu","doi":"10.1037/pas0001371","DOIUrl":null,"url":null,"abstract":"<p><p>One of the largest challenges in intensive longitudinal monitoring studies (e.g., ecological momentary assessment [EMA]) that include repeated assessments of constructs of interest is getting participants to complete the surveys they are sent. The goal of this study was to test a simple gamification method called \"The Emoji Game\" that was designed to increase adherence with EMA surveys (i.e., compliance or completing more surveys). The game involved embedding an emoji (i.e., a pictogram) randomly into one of the survey questions, where both the emoji and question where the emoji was hidden changed every few days. Participants who found the emoji were given an entry into a raffle to win a bonus gift card. Participants were 85 adolescents, who were recently admitted to acute psychiatric care due to suicidal thoughts or behaviors, and administered an EMA protocol for 4 weeks after discharge. This study covered three time periods: the 4 months that we ran the Emoji Game (<i>n</i> = 31), the 4 months immediately before the Emoji Game (<i>n</i> = 22), and the same period as the Emoji Game 1 year prior (<i>n</i> = 32). We found that participants in the \"Emoji Game\" period completed significantly more surveys (M compliance = 63.07%) than either comparison group (40.47% and 43.98% for 4 months and 1 year prior, respectively). We found no differences among groups on survey engagement (e.g., number of zeros per survey, a metric of careless and quick responding). Taken together, this suggests that the Emoji Game is an easy, low-burden way to gamify EMA studies that increases compliance. (PsycInfo Database Record (c) 2025 APA, all rights reserved).</p>","PeriodicalId":20770,"journal":{"name":"Psychological Assessment","volume":" ","pages":""},"PeriodicalIF":3.3000,"publicationDate":"2025-04-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Psychological Assessment","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.1037/pas0001371","RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, CLINICAL","Score":null,"Total":0}
引用次数: 0
Abstract
One of the largest challenges in intensive longitudinal monitoring studies (e.g., ecological momentary assessment [EMA]) that include repeated assessments of constructs of interest is getting participants to complete the surveys they are sent. The goal of this study was to test a simple gamification method called "The Emoji Game" that was designed to increase adherence with EMA surveys (i.e., compliance or completing more surveys). The game involved embedding an emoji (i.e., a pictogram) randomly into one of the survey questions, where both the emoji and question where the emoji was hidden changed every few days. Participants who found the emoji were given an entry into a raffle to win a bonus gift card. Participants were 85 adolescents, who were recently admitted to acute psychiatric care due to suicidal thoughts or behaviors, and administered an EMA protocol for 4 weeks after discharge. This study covered three time periods: the 4 months that we ran the Emoji Game (n = 31), the 4 months immediately before the Emoji Game (n = 22), and the same period as the Emoji Game 1 year prior (n = 32). We found that participants in the "Emoji Game" period completed significantly more surveys (M compliance = 63.07%) than either comparison group (40.47% and 43.98% for 4 months and 1 year prior, respectively). We found no differences among groups on survey engagement (e.g., number of zeros per survey, a metric of careless and quick responding). Taken together, this suggests that the Emoji Game is an easy, low-burden way to gamify EMA studies that increases compliance. (PsycInfo Database Record (c) 2025 APA, all rights reserved).
期刊介绍:
Psychological Assessment is concerned mainly with empirical research on measurement and evaluation relevant to the broad field of clinical psychology. Submissions are welcome in the areas of assessment processes and methods. Included are - clinical judgment and the application of decision-making models - paradigms derived from basic psychological research in cognition, personality–social psychology, and biological psychology - development, validation, and application of assessment instruments, observational methods, and interviews