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