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FoodChoices(Q): Exploring the design of a serious game proxy for Likert-style survey questionnaires

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FoodChoices(Q): Exploring the design of a serious game proxy for Likert-style survey questionnaires. / Rogoda, Kamil; Daniszewski, Piotr; Florowski, Kamil et al.
In: Proceedings of the ACM on Human-Computer Interaction, Vol. 6, No. CHIPLAY, 236, 29.10.2022, p. 1-15.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

Rogoda, K, Daniszewski, P, Florowski, K, Mathur, R, Amouzgar, K, Mackenzie, J, Sauvé, K & Karnik, A 2022, 'FoodChoices(Q): Exploring the design of a serious game proxy for Likert-style survey questionnaires', Proceedings of the ACM on Human-Computer Interaction, vol. 6, no. CHIPLAY, 236, pp. 1-15. https://doi.org/10.1145/3549499

APA

Rogoda, K., Daniszewski, P., Florowski, K., Mathur, R., Amouzgar, K., Mackenzie, J., Sauvé, K., & Karnik, A. (2022). FoodChoices(Q): Exploring the design of a serious game proxy for Likert-style survey questionnaires. Proceedings of the ACM on Human-Computer Interaction, 6(CHIPLAY), 1-15. Article 236. https://doi.org/10.1145/3549499

Vancouver

Rogoda K, Daniszewski P, Florowski K, Mathur R, Amouzgar K, Mackenzie J et al. FoodChoices(Q): Exploring the design of a serious game proxy for Likert-style survey questionnaires. Proceedings of the ACM on Human-Computer Interaction. 2022 Oct 29;6(CHIPLAY):1-15. 236. doi: 10.1145/3549499

Author

Rogoda, Kamil ; Daniszewski, Piotr ; Florowski, Kamil et al. / FoodChoices(Q) : Exploring the design of a serious game proxy for Likert-style survey questionnaires. In: Proceedings of the ACM on Human-Computer Interaction. 2022 ; Vol. 6, No. CHIPLAY. pp. 1-15.

Bibtex

@article{8e3a29d152fb4b1e82bbfa852d5b88be,
title = "FoodChoices(Q): Exploring the design of a serious game proxy for Likert-style survey questionnaires",
abstract = "Likert-style questionnaires and surveys are commonly used tools for research. To alleviate survey-fatigue, researchers have explored gamification routes to increase engagement and lower drop-outs. However, these attempts still rely on direct use of questionnaire text and focus on creating engagement around the actual activity and do not fully alleviate the challenges of filling survey. In this paper, we explore an alternative approach involving the use of a serious game to capture user responses through in-game activities rather than direct questions. We chose the Food Choice Questionnaire (FCQ) and explored the design challenges of creating a serious game which deploys a sub-sample of the FCQ questions as four mini-game activities. The player actions and decisions are used to compute a result which is compared with their FCQ responses. We demonstrate the method to evaluate the equivalence of game results to the questionnaire responses. We discuss how future serious games can be designed and evaluated to generate similar outcomes while avoiding potential pitfalls through design and analysis.",
author = "Kamil Rogoda and Piotr Daniszewski and Kamil Florowski and Rishabh Mathur and Kourosh Amouzgar and James Mackenzie and Kim Sauv{\'e} and Abe Karnik",
note = "{\textcopyright} ACM, 2022. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the ACM on Human-Computer Interaction, 6, CHI PLAY, November 2022 https://dl.acm.org/doi/10.1145/3549499",
year = "2022",
month = oct,
day = "29",
doi = "10.1145/3549499",
language = "English",
volume = "6",
pages = "1--15",
journal = "Proceedings of the ACM on Human-Computer Interaction",
publisher = "ACM",
number = "CHIPLAY",

}

RIS

TY - JOUR

T1 - FoodChoices(Q)

T2 - Exploring the design of a serious game proxy for Likert-style survey questionnaires

AU - Rogoda, Kamil

AU - Daniszewski, Piotr

AU - Florowski, Kamil

AU - Mathur, Rishabh

AU - Amouzgar, Kourosh

AU - Mackenzie, James

AU - Sauvé, Kim

AU - Karnik, Abe

N1 - © ACM, 2022. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the ACM on Human-Computer Interaction, 6, CHI PLAY, November 2022 https://dl.acm.org/doi/10.1145/3549499

PY - 2022/10/29

Y1 - 2022/10/29

N2 - Likert-style questionnaires and surveys are commonly used tools for research. To alleviate survey-fatigue, researchers have explored gamification routes to increase engagement and lower drop-outs. However, these attempts still rely on direct use of questionnaire text and focus on creating engagement around the actual activity and do not fully alleviate the challenges of filling survey. In this paper, we explore an alternative approach involving the use of a serious game to capture user responses through in-game activities rather than direct questions. We chose the Food Choice Questionnaire (FCQ) and explored the design challenges of creating a serious game which deploys a sub-sample of the FCQ questions as four mini-game activities. The player actions and decisions are used to compute a result which is compared with their FCQ responses. We demonstrate the method to evaluate the equivalence of game results to the questionnaire responses. We discuss how future serious games can be designed and evaluated to generate similar outcomes while avoiding potential pitfalls through design and analysis.

AB - Likert-style questionnaires and surveys are commonly used tools for research. To alleviate survey-fatigue, researchers have explored gamification routes to increase engagement and lower drop-outs. However, these attempts still rely on direct use of questionnaire text and focus on creating engagement around the actual activity and do not fully alleviate the challenges of filling survey. In this paper, we explore an alternative approach involving the use of a serious game to capture user responses through in-game activities rather than direct questions. We chose the Food Choice Questionnaire (FCQ) and explored the design challenges of creating a serious game which deploys a sub-sample of the FCQ questions as four mini-game activities. The player actions and decisions are used to compute a result which is compared with their FCQ responses. We demonstrate the method to evaluate the equivalence of game results to the questionnaire responses. We discuss how future serious games can be designed and evaluated to generate similar outcomes while avoiding potential pitfalls through design and analysis.

U2 - 10.1145/3549499

DO - 10.1145/3549499

M3 - Journal article

VL - 6

SP - 1

EP - 15

JO - Proceedings of the ACM on Human-Computer Interaction

JF - Proceedings of the ACM on Human-Computer Interaction

IS - CHIPLAY

M1 - 236

ER -