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Gamification of Online Surveys for Public Health Data Collection

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dc.contributor.advisor Gillis, Daniel
dc.contributor.author Alexander, Corey
dc.date.accessioned 2017-03-15T18:28:41Z
dc.date.available 2017-03-15T18:28:41Z
dc.date.copyright 2017-01
dc.date.created 2017-01-05
dc.date.issued 2017-03-15
dc.identifier.uri http://hdl.handle.net/10214/10258
dc.description.abstract Standard survey methods have many issues associated with them, especially when they contain a large number of questions, or take a long time to complete. These problems come in the form of user fatigue, a lack of interest in the survey, or inaccurate and incomplete answers. We hypothesized that the use of badging - a self element of gamification - would increase completion rates, increase time spent on the survey, and have no effect on straight-lining behaviour. This research describes the specific tools that have been developed to investigate the use of Gamification (specifically badging) and answer these hypotheses. Results indicated that badging had no effect on completion rates, although this could be an artifact of participant selection bias. However, the study does suggest that gamification, specifically badging, increases the time a user spends on the survey. en_US
dc.language.iso en en_US
dc.rights Attribution-NonCommercial 2.5 Canada *
dc.rights.uri http://creativecommons.org/licenses/by-nc/2.5/ca/ *
dc.subject Online surveys en_US
dc.subject Surveys en_US
dc.subject Gamification en_US
dc.subject Public health en_US
dc.subject Self elements en_US
dc.title Gamification of Online Surveys for Public Health Data Collection en_US
dc.type Thesis en_US
dc.degree.programme Computer Science en_US
dc.degree.name Master of Science en_US
dc.degree.department School of Computer Science en_US
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Attribution-NonCommercial 2.5 Canada Except where otherwise noted, this item's license is described as Attribution-NonCommercial 2.5 Canada