This document discusses how gaming concepts and mechanics can be applied to market research. It suggests that traditional surveys with long lists of questions are ineffective and interruptive. Instead, research should engage users by incorporating elements from games like instant feedback, points, social sharing, and voluntary participation. The document advocates for techniques like max-diff scaling, A/B testing, and choice-based questions that reduce cognitive load. The overall message is that applying principles of engagement and gamification can make research a more positive experience that is easy for users while still providing powerful insights.
1 of 36
Downloaded 26 times
More Related Content
Sa zynga-vivek-kevin-f inal
1. SOCIAL GAMING AND
MARKET RESEARCH
Survey Analytics
Enterprise Research Platform
Zynga
Connecting The World Through Games
CONNECTING THE WORLD
THROUGH GAMES
4. Survey Analytics - Our Story
Bootstrapped
Pro鍖table (Not as much as SurveyMonkey)
Software Developers
Stumbled into the Research Business
Young (Except for Andrew Jeavons)
5. Zynga - Our Story
CONNECTING THE WORLD
THROUGH GAMES
7. If Facebook & Zynga were
countries
CONNECTING THE WORLD
THROUGH GAMES
8. If Facebook & Zynga were
countries
CONNECTING THE WORLD
THROUGH GAMES
9. Why should you listen to us?
Kevin works for Zynga?
40 question surveys as a
research tool suck?
Can gaming be used for
research?
Ratings Scale Vs. Choice!
10. The 35 Minute Survey
It does not WORK
Time is MONEY
140 Characters have
changed the way we
interact
10-7-140 (TPS Reports Dont Work Either)
12. Why Zynga is excited about SA
Easy to use
Available anywhere
Randomization, branching,
piping
Real-time reporting
Max Diff Scaling
Facebook Integration
Note: Zynga uses a variety of research tools
CONNECTING THE WORLD
THROUGH GAMES
13. Voice of the Player
CONNECTING THE WORLD
THROUGH GAMES
18. Max-Diff Scaling
There are K features to be
tested in total
Each user gets to see N
features at a time
CONNECTING THE WORLD
THROUGH GAMES
19. Zynga Research - Learnings
Prioritize ideas &
鍖xes
Large Sample
Low User Investment
CONNECTING THE WORLD
THROUGH GAMES
20. Go where the users are
CONNECTING THE WORLD
THROUGH GAMES
21. Research has to be Easy
Yet Powerful
Keys
Rapid - Create
surveys quickly
Smart - Branching,
Randomization etc.
TimeSlicing
22. Gaming as a Service
Goals
Rules and obstacles
Feedback systems
Voluntary participation
23. Game-i鍖cation of Research
Whats the most usable
design for the checkout
process at a retail website?
1-click ordering
Whats the most usable
design for Tetris?
1-click solution? (Challenge Is Key)
CONNECTING THE WORLD
THROUGH GAMES
24. Market Research ++
Measuring complicated emotions
Matching to business needs
Its not always about the fastest
CONNECTING THE WORLD
THROUGH GAMES
32. Net鍖ix : 1MM Problem
Crowdsource the Prediction Algorithm
5Pt Rating Scale -- 4.6 Vs. 4.2
Discrete choice would have been better?
CONNECTING THE WORLD
THROUGH GAMES
35. Conclusion
Hofmeyr (2007):
In sum: we are heuristic decision makers. We may sometimes
feel that were agonising over a decision. But mostly we decide
fast and effectively; with minimal use of energy and little
reference to multiple attributes....
Researchers needs to think about
Engagement
#14: Users generally don’t make accurate judgments about shades of gray\nIt’s not meaningful to ask how much you like peanut butter, all you care about is if they love peanut butter\n