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Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way that no other platform has or can. It's no surprise, then, that games and gamification are revolutionizing the market research industry, offering opportunities to reinvigorate the notoriously sluggish engagement levels seen in traditional surveying methods. This not only improves data quality, but offers untapped insights unattainable through traditional methods. Games and Gamification in Market Research: Increasing Consumer Engagement in Research for Business Success (Kogan Page, 2018) shows readers how to design ResearchGames and Gamified Surveys that will intrinsically engage participants and how best to use these methodologies to become, and stay, commercially competitive. In a world where brands and organizations are increasingly interested in the feelings and contexts that drive consumer choices, Games and Gamification in Market Research gives readers the skills to use the components in games to encourage play and observe consumer behaviours via simulations for predictive modelling. Written by Betty Adamou, the UK's leading research game designer and named as one of seven women shaping the future of market research, it explains the ways in which these methodologies will evolve with technologies such as virtual reality and artificial intelligence, and how it will shape research careers. Alongside a companion website, this book provides a fully immersive and fascinating overview of game-based research. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way that no other platform has or can. It's no surprise, then, that games and gamification are revolutionizing the market research industry, offering opportunities to reinvigorate the notoriously sluggish engagement levels seen in traditional surveying methods. This not only improves data quality, but offers untapped insights unattainable through traditional methods. Games and Gamification in Market Research: Increasing Consumer Engagement in Research for Business Success (Kogan Page, 2018) shows readers how to design ResearchGames and Gamified Surveys that will intrinsically engage participants and how best to use these methodologies to become, and stay, commercially competitive. In a world where brands and organizations are increasingly interested in the feelings and contexts that drive consumer choices, Games and Gamification in Market Research gives readers the skills to use the components in games to encourage play and observe consumer behaviours via simulations for predictive modelling. Written by Betty Adamou, the UK's leading research game designer and named as one of seven women shaping the future of market research, it explains the ways in which these methodologies will evolve with technologies such as virtual reality and artificial intelligence, and how it will shape research careers. Alongside a companion website, this book provides a fully immersive and fascinating overview of game-based research. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way that no other platform has or can. It's no surprise, then, that games and gamification are revolutionizing the market research industry, offering opportunities to reinvigorate the notoriously sluggish engagement levels seen in traditional surveying methods. This not only improves data quality, but offers untapped insights unattainable through traditional methods. Games and Gamification in Market Research: Increasing Consumer Engagement in Research for Business Success (Kogan Page, 2018) shows readers how to design ResearchGames and Gamified Surveys that will intrinsically engage participants and how best to use these methodologies to become, and stay, commercially competitive. In a world where brands and organizations are increasingly interested in the feelings and contexts that drive consumer choices, Games and Gamification in Market Research gives readers the skills to use the components in games to encourage play and observe consumer behaviours via simulations for predictive modelling. Written by Betty Adamou, the UK's leading research game designer and named as one of seven women shaping the future of market research, it explains the ways in which these methodologies will evolve with technologies such as virtual reality and artificial intelligence, and how it will shape research careers. Alongside a companion website, this book provides a fully immersive and fascinating overview of game-based research. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology
Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way that no other platform has or can. It's no surprise, then, that games and gamification are revolutionizing the market research industry, offering opportunities to reinvigorate the notoriously sluggish engagement levels seen in traditional surveying methods. This not only improves data quality, but offers untapped insights unattainable through traditional methods. Games and Gamification in Market Research: Increasing Consumer Engagement in Research for Business Success (Kogan Page, 2018) shows readers how to design ResearchGames and Gamified Surveys that will intrinsically engage participants and how best to use these methodologies to become, and stay, commercially competitive. In a world where brands and organizations are increasingly interested in the feelings and contexts that drive consumer choices, Games and Gamification in Market Research gives readers the skills to use the components in games to encourage play and observe consumer behaviours via simulations for predictive modelling. Written by Betty Adamou, the UK's leading research game designer and named as one of seven women shaping the future of market research, it explains the ways in which these methodologies will evolve with technologies such as virtual reality and artificial intelligence, and how it will shape research careers. Alongside a companion website, this book provides a fully immersive and fascinating overview of game-based research. Betty Adamou is the Inventor of ResearchGames (TM), and is a globally-recognized Gamification Expert and Designer, with appearances as a keynote address for conferences worldwide, and in several dozen media outlets including BBC Radio, East Anglian Daily Times, and GINX Esports TV. She is a multi-award winning innovator, entrepreneur and researcher, and is the Author of Games and Gamification in Market Research, published in 3 languages and audiobook. Betty also runs the not-for-profit initiative Not Sorry Club, aiming at supporting women in leading unapologetic lives. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok. Learn more about your ad choices. Visit megaphone.fm/adchoices
Betty Adamou is the Founder of Research Through Gaming, Author of Games and Gamification in Market Research (Kogan Page Publishing, 2019), and a serious game designer specializing in market research and marketing.Adamou is the inventor of ResearchGames™ (a new research methodology) where she designs games as instruments for consumer research on behalf of Fortune 500 brands. She is frequently invited to give keynote presentations and university guest lectures to share her business cases,expertise and research to a global audience.Betty has been voted “1 of 7 women shaping the future of market research” and is a multi-award winning entrepreneur and innovator, including the NGMR Disruptive Innovator and Enfield Entrepreneur of the Year awards. She has been noted both as a ‘pioneer’ and ‘revolutionary’ in the research field and is frequently voted as a top researcher and researcher of influence. Adamou is regularly interviewed to share her unique work and customers success stories, including several newspapers and magazines, podcasts and radio stations (including BBC Radio). She notes her greatest achievements as climbing Hong Kong’s Lantau Peak, writing a book, and achieving a 97% completion rate among teenage audiences.Research Through Gaming is based in the UK and since its inception in 2011, has worked with a diverse range of global brands, and has been in the GRIT Top 50 Most Innovative firms twice.
On today’s episode, Betty Adamou sits with Sima Vasa to talk about games as tools for market research. She is the CEO and Founder of Research Through Gaming Ltd and the author of Games and Gamification in Market Research. Betty Adamou – Market Research and Video Games Betty’s passion for Research Through Gaming came about […] The post Betty Adamou – Research Through Gaming | Ep. 035 appeared first on Infinity Squared, LLC.
On today’s episode, Betty Adamou sits with Sima Vasa to talk about games as tools for market research. She is the CEO and Founder of Research Through Gaming Ltd and the author of Games and Gamification in Market Research. Betty Adamou - Market Research and Video Games Betty’s passion for Research Through Gaming came about when she started working in the market research industry. She was taken aback by the disparity between the massiveness of the sphere and the poor quality of communication, that is, surveys. By day, she finds herself working in her market research job, looking after clients or helping design these surveys. But at night, she is glued to her video games. She began asking questions that eventually gave rise to her passion project, “There’s something there. Why am I glued to this screen but not to that screen?” - Betty Adamou, on market research and video games Birth of Research Through Gaming Betty conducted a conference talk on the future of research through gaming while she was still working at Nebu. People clearly took an interest in her conference paper. She began receiving calls and questions, asking when she would start her project. She quit her job and eight years later, she feels validated. She hears of the results of her research games, her clients’ feedback, and what they do with the data they gather. And with the advent of different advancements in the industry, she knows she could further evolve. “It’s just a big passion of mine. As much as I've written the book, I design games and I run research trends every day. If anything, I get more excited about it.” - Betty Adamou The Process of Market Research Games For the companies she works with, she directly deals with the brand research managers. Betty offers different kinds of services for these companies. Among these is making sure that her clients don’t forget the kind of engagement and insights that they want from the traditional services they using. Her process involves coming up with an idea, designing the game, and actually working on it. They usually have a turnaround rate of 10-14 working days. Quick links to connect with Betty Adamou: Twitter - Betty Adamou LinkedIn - Betty Adamou Website - Research Through Gaming Sima loves to hear from her listeners with input, questions, suggestions and just to connect! You can find her at the links below! LinkedIn Twitter simav.sg-host.com Sima is passionate about data and loves to share, learn and help others that share that passion. If you love data as much as her, subscribe on iTunes and don't forget to leave a rating and review!
James O'Brien opened up a segment on his show about videogame addiction, specifically the large numbers of people reportedly addicted to the Fortnite game. I'm Betty Adamou, Founder and Chief Designer at Research Through Gaming, game player, and author, and James O'Brien had a quick exchange discussing: - What worried parents can do to understand more about videogames - Encourage parents to look at the positives of videogame play through their own research - The ethics of video game design - The importance of empathy in videogame design - Why there should be simple rules and regulations on ethical video game design and warnings for the player
This week I am talking with Betty Adamou about her firm Research Through Gaming. What she does is a mix of psychology, game design, technology, and business that all combines and works together to solve modern problems. We also talk about the 3 Pillars of science that she builds her games upon. Research Through Gaming: http://www.researchthroughgaming.com/ Betty Adamou’s Twitter: @bettyadamou Betty Adamou's email: betty.adamou@researchthroughgaming.com LOOT PAGE: http://plus7intelligence.com/loot Music by Creo Epilogue by Creo is licensed under a Attribution-NonCommercial License. Learn more about your ad choices. Visit megaphone.fm/adchoices
This podcast goes a way to make up for the last 2 Friday's I've missed due to the holidays - although this was recorded and uploaded on Weds 4th Jan 2017, this podcast will go back to being released every Friday!
This 2nd podcast answers questions on books to read in the market research field, people that have influenced/inspired Betty, how to cope with gender bias, effective marketing tools, how to manage remote teams and a recap of this week. Betty also discusses her NewMR talk "Pokemon Go: Designing from the Start with the Finish Line in Mind" that she delivered earlier in the week.
Inventor of ResearchGames™, CEO & Founder, of Resarch Through Gaming LTD., Betty Adamou is changing the way respondents interact with research surveys. As a multiple-award winning researcher, Betty is most recognised for her work using, making, evolving and campaigning for the use of Games, Play and Virtual Environments for online research and data collection. Betty’s passion began with providing a more enjoyable experience for research participants by using games, and her work has evolved to evidence that games for research create intrinsic engagement, thus benefitting data quality and insights.