The effects of gamification on engagement and response accuracy in discriminatory sensory testing

Bibliographic Details
Main Author: Miao, Jessica
Language:English
Published: The Ohio State University / OhioLINK 2021
Subjects:
Online Access:http://rave.ohiolink.edu/etdc/view?acc_num=osu161900284591034
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language English
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topic Food Science
spellingShingle Food Science
Miao, Jessica
The effects of gamification on engagement and response accuracy in discriminatory sensory testing
author Miao, Jessica
author_facet Miao, Jessica
author_sort Miao, Jessica
title The effects of gamification on engagement and response accuracy in discriminatory sensory testing
title_short The effects of gamification on engagement and response accuracy in discriminatory sensory testing
title_full The effects of gamification on engagement and response accuracy in discriminatory sensory testing
title_fullStr The effects of gamification on engagement and response accuracy in discriminatory sensory testing
title_full_unstemmed The effects of gamification on engagement and response accuracy in discriminatory sensory testing
title_sort effects of gamification on engagement and response accuracy in discriminatory sensory testing
publisher The Ohio State University / OhioLINK
publishDate 2021
url http://rave.ohiolink.edu/etdc/view?acc_num=osu161900284591034
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spelling ndltd-OhioLink-oai-etd.ohiolink.edu-osu1619002845910342021-10-02T05:10:33Z The effects of gamification on engagement and response accuracy in discriminatory sensory testing Miao, Jessica Food Science Improving panelist engagement in sensory and consumer testing through methodological manipulations seeks to improve the quality of data collected by achieving more accurate and reliable evaluations by consumers. Engagement is the psychological phenomenon of being occupied in terms of attention and effort. Gamification, a concept that has been increasingly leveraged by many different sectors over the years, aims to increase engagement and performance in regards to a given activity. Gamification is the implementation of game elements into non-gaming contexts, such as education, health, and work. Game elements can range from simple to complex. Successful gamification is generally seen as nuanced and more than adding simple game elements to a task. Few studies have applied gamification to sensory testing methods, and has not been systematically researched within the sensory and consumer testing realm. Therefore, the objective of this study was to determine whether gamification has an effect on engagement and panelist performance in discriminatory sensory testing. Specifically, this study applied three individual game elements and a combination of those game elements to a series of triangle tests. Four experiments were conducted. Each experiment had a gamified series of triangle tests condition and a control condition. The order of completion of each condition was randomized and counterbalanced across subjects. Subjects completed the Engagement Questionnaire (EQ) after each condition. The EQ measures engagement with items in three factors: active involvement, purposeful intent, and affective value. A progress bar was incorporated into the testing interface for Experiment 1. In Experiment 2, feedback was given to panelists as to whether they were right or wrong in their sample selection. In Experiment 3, a narrative was introduced at the beginning of the test and reinforced throughout the task. A combination of the progress bar, feedback, and narrative was used in Experiment 4. Each experiment had a control condition, where panelists completed the same triangle tests with none of the gamified elements present.Panelists’ ratings for each EQ item were averaged within a factor to establish an average factor score. For all four experiments, a two-way Analysis of Variance (ANOVA) was used to assess differences in average engagement factor scores between the gamified and control conditions. Panelists and conditions were treated as main effects. The number of correct triangle tests were counted for each panelist in the experimental and control conditions. To determine whether gamification had an effect on panelist performance, the number of correct triangles in each condition were compared using paired samples t-tests. Individual game elements (Experiments 1, 2, and 3) did not significantly impact engagement levels. However, a combination of the game elements did (Experiment 4). In Experiment 4, engagement increased significantly for two out of three factors (purposeful intent and affective value). Panelist performance increased significantly in Experiment 1 (progress bar), but this was unlikely related to panelist engagement. Panelist performance did not differ significantly between conditions in Experiments 2, 3, and 4. This research demonstrates that individual game elements may not be able to increase panelist engagement. However, the results from Experiment 4 suggest that a combination of these elements can increase engagement. The findings here also showed that the relationship between panelist engagement and performance is nuanced, and task difficulty plays an important role. Overall, this study provides a baseline understanding of the methodical application of gamification in a discrimination sensory task. 2021-10-01 English text The Ohio State University / OhioLINK http://rave.ohiolink.edu/etdc/view?acc_num=osu161900284591034 http://rave.ohiolink.edu/etdc/view?acc_num=osu161900284591034 unrestricted This thesis or dissertation is protected by copyright: all rights reserved. It may not be copied or redistributed beyond the terms of applicable copyright laws.