February 12-13, 2019
The challenges, competitiveness, fun and social interaction of games are what make game-playing engaging for many people. By integrating elements of gamification (that go beyond playing an actual game) into the qualitative research design you enhance the participant engagement, which helps deliver more powerful feedback and insights.
This presentation will give concrete examples, from a range of categories, of how the elements of gamification that make game playing appealing can be incorporated into all aspects of the qualitative research design. The range will include recruiting, at-home assignment, sign-in, waiting room as well as provide additional examples of in-session gamification techniques that go beyond playing actual games.
It’s clear that MR will not escape the technological disruption being experienced by other industries. But what exactly will change? And when? Like many industries in this new economic reality, [...]
Tuesday | 10:45-11:15 | Room 1
Voice of the customer input is only as good as the action it creates. Companies and brands that listen but do nothing with the data and insights are wasting time [...]
Tuesday | 3:30-4:00 | Room 4