游戏化在线上和线下定性营销研究中的有效性

M. Ścibor-Rylski
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引用次数: 0

摘要

游戏化的市场研究工具有助于提高受访者的参与度,并获得更深入的结果。到目前为止,游戏化的影响已经在离线环境中进行了测试。2019冠状病毒病大流行改变了定性研究的世界,也引发了复制一些先前提出的影响的需要。本文展示了两个实验的结果,证明了游戏化方法在在线环境下定性广告和产品概念测试中的有效性。实验组在观看广告或阅读产品概念后的第一印象的问题中加入了叙述性的背景,他们对开放式问题的回答比对照组在标准任务中提供了更详细的答案。重要的是,对于广告测试来说,在线和离线条件下的效果都很显著,而在产品概念测试的情况下,只有在线变体证明了游戏化任务的优越性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Effectiveness of Gamifi cation in the Online and Offl ine Qualitative Marketing Research
Gamified market research tools help to increase respondents’ engagement and obtain more in- depth results. Up till now the eff ects of gamifi cation have been tested in the offl ine environment. The COVID-19 pandemic changed the world of the qualitative research and also triggered a need to replicate some previously presented eff ects. The article shows the results of two experiments proving the eff ectiveness of gamifi ed approach to the qualitative advertisement and product concept testing in an online environment. The experimental groups with a narrative context added to a question regarding the fi rst impression after viewing an advertisement or reading a product concept provided more elaborated answers to the open-ended questions than the control groups with a standard task. What’s important, for the advertisement test the effect was significant for both online and offl ine conditions, whereas in the case of the product concept test only the online variant proved the superiority of the gamified task.
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