Redirigiendo al acceso original de articulo en 22 segundos...
ARTÍCULO
TITULO

The Use of Gamification in Gastronomic Questionnaires

David Prott    
Martin Ebner    

Resumen

Obtaining customer opinions and customer wishes is increasingly becoming an important part of any entrepreneurial activity for determining customer satisfaction and, subsequently, optimizing products and services as well as strengthen customer loyalty. In catering, there are several ways to capture the guest?s satisfaction or dissatisfaction, as well as customer preferences and customer needs across different channels. One way to obtain a customer?s opinion is to provide a digital online questionnaire. Unfortunately, the participa-tion of guests in such surveys is usually low. In addition, many online question-naires are aborted prematurely, and questions which require an individual text answer are often left unanswered. Gamification is a process to use game ele-ments, game techniques and game mechanics from games in a different context in order to motivate and force people to do certain activities. This paper dis-cusses whether the use of game elements in an existing gastronomical online questionnaire enhances the engagement of users and whether customer satisfac-tion remains the same. Based on an existing gastronomical online questionnaire from the company ITELL.SOLUTIONS GmbH a gamified questionnaire vari-ant has been developed. Game elements such as points, badges, avatar, story, progress bar and instant feedback have been included. The investigation showed that the use of gamification in questionnaires on open questions did not worsen the involvement of users. The customer satisfac-tion remained unchanged by the embedding of game elements too. Users of the expanded game questionnaire tended to give more precise and longer answers. The completion time also slightly increased for the gamified questionnaire. A direct comparison between the two variants of the questionnaire, showed that users preferred the design of the gamified questionnaire.

Palabras claves

 Artículos similares

       
 
Luisa Parody, Jenifer Santos, Luis Alfonso Trujillo-Cayado and Manuel Ceballos    
Pedagogical innovation involving information and communications technology (ICT) may offer teachers the opportunity to create engaging learning environments in engineering courses. In this paper, we present a gamification teaching experience whose primar... ver más
Revista: Applied Sciences

 
Kevin Hosea Widjaya,Wirawan Istiono     Pág. 62 - 69
Human is a social being, where humans need to socialize with the other humans. One of the interactions that do by humans is speaking. When humans speaks, humans use a language because it?s one of the important roles in communicating, but some humans are ... ver más

 
Yongyan Guo, Tongyao Yuan and Siyu Yue    
The use of gamification elements in health apps has been shown to promote healthy behaviors. However, one-size-fits-all gamification strategy does not have the best persuasive effect. Therefore, the aim of this paper was to determine how to select person... ver más
Revista: Applied Sciences

 
Christina Volioti, Euclid Keramopoulos, Theodosios Sapounidis, Konstantinos Melisidis, Maria Zafeiropoulou, Charalampos Sotiriou and Vladimiros Spiridis    
Augmented Reality (AR) could provide key benefits in education and create a richer user experience by increasing the motivation and engagement of the students. To this end, the current paper presents a system with three AR applications for teaching physi... ver más
Revista: Information

 
Olga R. Laponina,Vasily A. Matoshenko     Pág. 31 - 44
The article discusses the procedure for introducing game mechanisms into the educational process. The main elements of gamification, the concept of the game element "Capture the flag" ("CaptureTheFlag" - CTF) are described, the basic principles of the ar... ver más