Gamification has become an increasingly popular way to improve user engagement and motivation, but there is currently a lack of empirical research to demonstrate that increased gamification provides these benefits. To help address this problem we designed three versions of a gamified market research survey and tested them alongside the established industry standard in a study of over 600 participants. We also highlight examples where game elements compromise respondent data, and provide design solutions that correct the problem without losing the motivational benefits of gamification.
Firms can significantly improve their performance upon the introduction of a new product by following an intertemporal pricing strategy which predicts the adoption of the product through time. Four reasons for gradual adoption are explored: delayed purchase, awareness, social pressures and informational needs. The firm does better by pricing a straightforward new product at a lower introductory price when the product is quite visible to other potential adopters when an individual adopts. Differences in price-sensitivity among consumers also impact the firm's optimal strategy. Products for which the social relevance varies considerably or for which the average perceived social risk of adoption is high cannot necessarily benefit from a low introductory price. A high initial price which decreases through time is better when consumers are varied in their need for information, when on average, much information is needed and when the information generated by other adopters is forgotten more quickly.
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