Peter Harrison of BrainJuicer UK presented “The Researchification of Games” at ESOMAR 3D today. BrainJuicer believes that incorporating gaming into market research may solve the most basic crisis of our industry …the fact that we ask research participants (via surveys and communities) to answer questions in a purely theoretical context, while people’s basic, everyday decisions are made largely based upon emotion. Harrison asked a troublesome question: does current theoretical-based research have any value? The value, he said, that gamification brings to the research equation is its ability to generate emotion (or at least a certain amount of it) by creating win/lose scenarios. This line of reasoning challenges a longstanding tenet of market research – that the context of data collection should be as neutral as possible.
The argument has strong merit, but gamification has its own consequences as well, and this point was addressed in another ESOMAR 3D presentation, “How Far Is Too Far” by element54’s Bernie Malinoff. Malinoff reported that the introduction of gaming scenarios, and Flash, significantly lengthens the time that it takes a respondent to complete a survey – and many in the industry feel that surveys are already too long. It also introduces new forms of data bias, including forms that we are not even aware of yet, because of rapid technology change. When table grids are replaced with sliders, results will not benchmark. Gamification requires great creativity to be successful, but it doesn’t scale, and Malinoff argues for efficiency and scalability in research design.
Ultimately, research projects have always come down to costs and timing. “Out of the box” programming is not truly possible in gamification, and therefore gamification is going to require a new resource set in the industry – one which will result lengthier programming time and increased costs, because all programming will be customized. But if the gamified surveys are sufficiently interesting, the participants may become voluntary (although this implies non-representative). If gamification becomes a mainstream market research methodology, the research experience – both for participants and for researchers – will be very different than it is today.

The recent