Hello everyone i am working on the topic gamification.I am trying to find the cause and effect relationship between gamification and consumer brand management.My objectives are 1)To find the effect of gamification on consumer online buying behaviour of a brand.2)To find the ethical problem in gamification. for this testing i develop a questionnaire which i am sharing please give your valuable suggestions and improve ments regarding this.

QUESSTTIONAIRE

1. EMAIL

2. NAME

3. AGE

Less than 20

20-29

30-39

40-49

4. Education

High school

Bachelor’s Degree

Master’s Degree

Above

GAMIFICATION

5. Do you know about gamification?

Yes

No

6. What kind of games on Brand Website you enjoy playing-?

Quizzes

Wheel of fortune

Web games

Graphical cue cards

Luck draws

7. What did you expect while playing games on brand?

8. What mechanism of game encourage you to repeat visits on brand website?

Points

Tangible rewards and free gifts

Leaderboards

Level up badges

Discounts and coupons

9. With regard to possible boredom while shopping adding the game to fashion brand website has contributed to-

Increased boredom

Not influence me

Bored me more

Decreased boredom

10. In general, the idea of introducing a game into fashion brand while shopping seems-

Very bad

Bad

Indifferent

Good

Very Good

11. Evaluate the level of fun in the games-

No fun

Little fun

Indifferent

Good

Very good

BRAND ENGAGEMENT

12. As I browse the website, I have urge to purchase item other than or in addition to my specific shopping goal?

Yes

No

May be

13. I have a desire to buy product when the information from the brand website reminds me of the products that satisfy my requirements?

Yes

No

May be

14. Although I enter with some specific purchases in mind, I have a desire to purchase other products that depends on the like?

Yes

No

May be

15. What encourages to repeat the purchase from the same brand-

Trust on Brand

Reputation of Brand

CUSTOMER SATISFACTION

16. Rate your satisfaction with brand 1 very Dissatisfied and 5 if very Satisfied

Very dissatisfied

Dissatisfied

Neither dissatisfied nor satisfied

Satisfied

Very satisfied

BRAND LOYALTY

17. Choose your response-

I trust this brand

I rely on this brand

This is an honest brand

18. Choose your preference-

I intend to keep purchasing with this brand

I am committed to this brand

I would be willing to pay a higher price for this brand over other brands

19. Your enthusiasm about the brand-

I am heavily into this brand

I am passionate about this brand

I am enthusiastic about this brand

I feel excited about this brand

I love this brand

ETHICAL GAMIFICATION

20. Gamification captures a lot of personal data e.g., about performance, Privacy policies and data protection need to be augmented by ethical awareness-

Strongly agree

Agree

Neutral

Disagree

Strongly disagree

21. Gamification can lead to exposure of information users are not necessarily willing to expose-

Strongly agree

Agree

Neutral

Disagree

Strongly disagree

22. Gamification ethics are highly dependent on the norms and culture of the organization-

Strongly agree

Agree

Neutral

Disagree

Strongly disagree

23. Will gamified brand clearly communicate to consumers the intended outcome of the experience that they create?

Yes

No

May be

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