The Use of Gamification in Gastronomic Questionnaires Obtaining customer opinions and customer wishes is increasingly becoming an important part of any entrepreneurial activity for determining customer satisfaction and, subsequently, optimizing products and services as well as strengthen customer loyalty. In catering, there are several ways to capture the guestxe2x80x99s satisfaction or dissatisfaction, as well as customer preferences and customer needs across different channels. One way to obtain a customerxe2x80x99s opinion is to provide a digital online questionnaire. Unfortunately, the participation of guests in such surveys is usually low. In addition, many online questionnaires are aborted prematurely, and questions which require an individual text answer are often left unanswered. Gamification is a process to use game elements, game techniques and game mechanics from games in a different context in order to motivate and force people to do certain activities. This paper discusses whether the use of game elements in an existing gastronomical online questionnaire enhances the engagement of users and whether customer satisfaction remains the same. Based on an existing gastronomical online questionnaire from the company ITELL.SOLUTIONS GmbH a gamified questionnaire variant has been developed. Game elements such as points, badges, avatar, story, progress bar and instant feedback have been included. The investigation showed that the use of gamification in questionnaires on open questions did not worsen the involvement of users. The customer satisfaction remained unchanged by the embedding of game elements too. Users of the expanded game questionnaire tended to give more precise and longer answers. The completion time also slightly increased for the gamified questionnaire. A direct comparison between the two variants of the questionnaire, showed that users preferred the design of the gamified questionnaire.

Driven to drive : designing gamification for a learner logbook smartphone application Driving can be dangerous, especially for young and inexperienced drivers. To help address the issue of inexperience a gamified logbook application was developed for Learner drivers. The application aims to encourage learners to undertake a wider range of practice, while also making it easier to record their mandatory practice sessions. This paper reports on the design of this application, focusing on the effect that adding gamification can have on the usability and user experience of the application and the importance of playability testing for gamified systems. Two versions of the application were developed, one with game elements and one without game elements. This paper presents findings from a study that compares the user experience of these two versions of the application with twelve recent Learner drivers. Overall, participants reported that the gamified version was more engaging and motivating than the nongamified version, however neither versions were preferred over the other. We theorise that this may have occurred due to a number of usability issues that arose, including an increased difficulty in learnability due to the added game elements. These design issues are important to address in future gamified system designs.