Level Up: A Stage-Based Mixed Methods Approach to Gamification Adoption in Higher Education...
Transcript of Level Up: A Stage-Based Mixed Methods Approach to Gamification Adoption in Higher Education...
Level Up: A Stage-Based Mixed Methods Approach to Gamification Adoption in Higher Education
Institution Marketing and Recruiting
by Layla A. Souers, Bachelor of Science
A Thesis Submitted in Partial Fulfillment of the Requirements
for the Degree of Master of Science
in the field of Mass Communications
Advisory Committee:
Musonda Kapatamoyo, Chair
David Kauzlarich
Mark Poepsel
Graduate School Southern Illinois University Edwardsville
December 2014
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ABSTRACT
LEVEL UP: A STAGE-BASED MIXED METHODS APPROACH TO GAMIFICATION ADOPTION IN HIGHER EDUCATION
INSTITUTION MARKETING AND RECRUITING
by
LAYLA A. SOUERS
Chairperson: Professor Musonda Kapatamoyo
The advertising landscape has changed so drastically over the last decade that marketers
have had to come up with new techniques to reach their target audience. Higher
education institutions are now using marketing as a way to combat some barriers to
enrollment (such as declining high school graduation rates, competition for students
around the globe, and public opinion of student debt). As higher education institutions
rely on marketing to help solve their enrollment barriers, they are not immune to
marketing challenges. Through the lens of Diffusion of Innovations Theory, this study
examines factors that lead to universities' adoption or rejection of gamification into their
marketing strategies. Rogers' Diffusion of Innovations theory helped to examine the
phenomenon of how and why new ideas or technology are communicated through society
over time and accepted or rejected. The purpose of this paper is to explore the nature of
gamification adoption in higher education institution marketing and recruiting and make
recommendations for further research in this field.
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ACKNOWLEDGMENTS
I must also acknowledge some of the remarkable people that I had the pleasure of working
with in higher education, and from whom I drew my inspiration to pursue this degree and
a career in higher education. First, to my thesis chair, Dr. Musonda Kapatamoyo, who
provided me with the additional guidance I needed to navigate my research and for always
believing in me. His enthusiasm, encouragement, and faith in me will always be cherished.
I would also like to thank my other two thesis committee members, Dr. Mark Poepsel and
Dr. David Kauzlarich for all of their feedback and inspiration. To Nick: Thank you for
your love and support. I offer my sincerest thanks and gratitude to all those around me
who have provided insight and inspiration as I have embarked on this journey. My deepest
gratitude goes to all of my family, colleagues, participants, and to my advisor for the
unending support in making this thesis possible. This thesis is dedicated to my mom,
Maureen, who always provided me with a solid foundation and encouragement to pursue
my education. I am truly fortunate and know I could not have done this without you.
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TABLE OF CONTENTS
ABSTRACT ....................................................................................................................... ii
ACKNOWLEDGMENTS ................................................................................................. iii
LIST OF FIGURES ............................................................................................................ vi
LIST OF TABLES ............................................................................................................ vii
Chapter
I. INTRODUCTION ............................................................................................. 1
The New Culture of Marketing ................................................................... 1 Marketing and College Admissions ............................................................ 3 Purpose of Study .......................................................................................... 5 Theoretical Perspectives .............................................................................. 6
Diffusion of Innovations Theory .......................................................... 6 Definition of Terms ................................................................................... 12
II. REVIEW OF THE LITERATURE ................................................................. 14
Explaining the Emergence of Gamification .............................................. 14 Education and Gamification ...................................................................... 15 Gamification and Marketing ...................................................................... 16 Higher Education Institutions and Marketing ........................................... 17
Enter Marketing ................................................................................. 17 A Higher Purpose ............................................................................... 18 Strategic Enrollment Management ..................................................... 20 Selling Diversity ................................................................................ 21 Social Media and Higher Education .................................................. 22
Higher Education Recruiting and Gamification ........................................ 22
III. METHODOLOGY .......................................................................................... 24
The General Perspective ............................................................................ 24 The Research Context ................................................................................ 25 Pilot Study ................................................................................................. 26
Data Collection for the Pilot Study .................................................... 26 Round Two Data Analysis ................................................................. 28
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Interview Discussions ........................................................................ 28 Pace and Length of Interviews ........................................................... 29
Sampling and Selection for the Main Study .............................................. 30 Selection of Participants ............................................................................ 30 Instruments Used in Data Collection ......................................................... 31 Procedures Used ........................................................................................ 32 Survey and Interview Questions ................................................................ 32 Qualitative Analysis of Interview Data ..................................................... 36
Preparing Data .................................................................................... 36 Coding Data ....................................................................................... 36
Chapter
IV. RESULTS OF THE STUDY ........................................................................... 39
Analysis of Data ........................................................................................ 39 Interview Analysis ..................................................................................... 43
V. DISCUSSION, CONCLUSION, AND RECOMMENDATIONS .................. 55
Discussion of Findings .............................................................................. 55 Research Question One ...................................................................... 55 Research Question Two ..................................................................... 57
Conclusion ................................................................................................. 59 Limitations ................................................................................................. 60 Recommendations for Future Research ..................................................... 60
REFERENCES .................................................................................................................. 62
APPENDICES ................................................................................................................... 71
A. Email for Pilot Study ................................................................................. 71 B. Questionnaire for Pilot Study .................................................................... 72 C. Extra Questions from Pilot Study .............................................................. 74 D. Email for Main Study ................................................................................ 75 E. Survey Questionnaire ................................................................................ 76 F. In-depth Interview Questions .................................................................... 81
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LIST OF FIGURES
Figure Page
1. Five Stages of the Innovation-Decision Process ................................. 34
2. Research Variables .............................................................................. 38
3. Gamification Knowledge Stage .......................................................... 40
4. Responses for Gamification Non-Adoption ........................................ 43
5. Gamification in Higher Education Marketing and Recruiting ............ 54
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LIST OF TABLES
Table Page
1. Knowledge of Gamification Term ..................................................... 39
2. Cross Tabulation Among Gamification Knowledge and Rewards ..... 40
3. Gamification Adoption ........................................................................ 41
4. Perceived Need for Innovation ............................................................ 41
5. First Exposure to Gamification ........................................................... 42
6. Gamification in HE Institution Marketing .......................................... 42
7. Stage of Innovation-Decision Process (IDP) Factors .......................... 45
CHAPTER I
INTRODUCTION
As advertisers become increasingly competitive, they have increased their efforts to
fill up almost every inch of space in the media landscape that has created an environment of
clutter. Clutter can be defined as “the density of advertisements in a media vehicle” (Ha,
1996). As traditional advertisements multiply and spill over to other forms of media (such as
the Internet, mobile applications, and video games) advertisers have to use more
advertisements to break through all of the clutter from the competition, which in turn, creates
even more clutter.
The New Culture of Marketing
On average, people are exposed to nearly 3,000 ads everyday (Mastin, Coe,
Hamilton, and Tarr, 2004). With overexposure to ads comes the desensitized reaction to most
of the advertisements (Lepkowska-White, Parsons, and Ceylan, 2014). Because of this,
advertisers look for new ways to reach their target audience. For years, advertising
companies have been trying to get inside the mind of the consumer. Currently marketers use
numerous techniques to learn what makes people tick and what will appeal to them.
The fierce competition of advertising and marketing has given rise to a number of
new strategies: branding, shock advertising, neuromarketing, cool hunting and gamification.
Each of these non-traditional marketing strategies combines some aspect of culture (such as
nostalgia) with the product. By doing this, companies are able to weave their messages back
into the daily lives of Americans. The end result is that these advertisements then become
part of culture and integrated into daily life—going virtually unnoticed by the audience.
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Coca-Cola® (Coke) has managed to outweigh the competition and has worked its
way into the hearts of every American by attaching “lovemarks” to their product
(Carmichael, 2004). For several years now, Coke has been the number one selling brand
worldwide.
In researching the Pepsi® Challenge of the 1970s and ‘80s, neuroscientist Read
Montague found that overall people preferred Pepsi over Coke (McClure et al., 2004). If this
was true, then Pepsi should be the number one selling soft drink not Coke (McClure et al.,
2004).
By doing his own taste test, Montague found that even when Coke drinkers chose
Pepsi, they still insisted they preferred Coke (McClure et al., 2004). He monitored the
subjects’ brain waves and noted that certain parts of the brain, associated with higher
thinking, lit up when Coke was mentioned (McClure et al., 2004). This type of brain-wave
research is called neuromarketing and it is becoming an interest to some corporations
(McClure et al., 2004). Companies hope to find what images and products will appeal to the
most people (Carmichael, 2004). For example, Daimler-Chrysler did research and found that
when men were shown sportier cars, it caused activity in the brain that was similar to the
responses to alcohol and drugs (Carmichael, 2004).
Potentially, this could be the same reaction Coke fans are having. It seems a loyal
following has been created from the overwhelming images of the Coke brand (Carmichael,
2004). Although it’s only a soft drink, this love affair with Coke seems to surpass logic.
From the classic contoured bottle, to the iconic Santa designed in the 1930s, Coke remains a
hallmark of America and a national tradition.
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Marketing and College Admissions
Some HE institutions now recognize they need to market themselves on a global scale
(Hemsley-Brown and Oplatka, 2006). Since these institutions are now competing around the
globe to reach their target audience, they have starting adapting their recruiting strategies. “In
response to these changes, the value, effectiveness and potential benefits of using marketing
theories and concepts which have been effective in the business world, are gradually now
being applied by many universities: with a view to gaining a competitive edge, and gaining a
larger share of the international market” (Hemsley-Brown and Oplatka, 2006).
In addition to positioning themselves in a global marketplace, other factors are
causing enrollment of traditional students to become highly competitive for admission
counselors. From the Common Application causing an influx of too many undesirable
applications, to declining high school graduation rates, to public perception of student loan
debt, a viable incoming class is getting more difficult to obtain.
Current trends suggest that college enrollments will grow more slowly than
normal. According to the National Center for Educational Statistics, private institutions
showed a 38% increase in undergraduate enrollment over the past eight years, however, over
the next eight years it is been predicted it will increase only 10%. Because of these hurdles, it
is imperative that college enrollment and marketing administrators determine ways to
respond to the trends.
Some institutions look to retain larger non-traditional students. Other HE institutions
rely on marketing to help with falling numbers. As these HE institutions look to marketing to
help with their enrollment barriers, they are not immune to the challenges that plague
traditional marketers.
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As marketers continue to raise the marketing bar, they have to come up with more
creative ways to get their messages to their target audiences. To stay ahead of the
competition, some companies try to tap into the psyche of society’s younger generation. The
Merchants of Cool Frontline video highlights that the youth of today are a company’s biggest
market. Because teenagers have discretionary income and the extra time to shop, they are a
prime target audience. Also, teenagers thrive on new and trendy items and fashion.
Companies that want to stay ahead of the competitive game strive to provide the
coolest and latest products for teenagers to purchase. In order to do this, a new approach
called “coolhunting” market research has emerged (PBS, 2004). The coolhunter
professionals seek out individual teenagers that seem to be the trendsetters (PBS, 2004). By
trying to express themselves through fashion, for example, these teenagers create their own
subculture (PBS, 2004). Coolhunter professionals then present these ideas to companies
(PBS, 2004). The subculture is then sold back to the rest of society, thus becoming part of
culture (PBS, 2004).
In addition, brands like Steve Madden Shoes are utilizing social media users.
According to Product Placement News (Castillo, 2012), a select group of Instagram
subscribers are offered gifts and monetary rewards in exchange for posting pictures of
merchandise. With over 200 million users and 60 million photographs posted daily,
Instagram is becoming the new avenue for product placement.
Successful companies like Starbucks, Whole Foods, and various others have started
utilizing newer technology to assist marketing strategies. By using social networking sites to
receive feedback from customers and to hear what is being said about their product as well as
integrating gamification (in the way of social media check-ins, points, rewards, etc.) to
engage their audience.
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Corporations are not the only ones using non-traditional marketing techniques to
reach their target audience. Higher education (HE) institutions, politicians, and countries are
now using “branding” to promote themselves. The Rise of the Brand State: The Postmodern
Politics of Image and Reputation, highlights the fact that countries are now trying to brand
themselves to increase the public relations (van Ham, 2004). In essence, this global branding
helps to promote tourism, thus increasing revenue for the country. Like with corporations,
once a reputation is established, a higher standard may be expected.
Purpose of Study
This paper describes a research study that will examine the current state of HE
institution marketing, recruiting and enrollment. The study will address marketing issues,
define the elements of gamification and examine HE institutions that are using non-
traditional methods in order to make the college selection process more appealing to younger
audiences and their parents. This study will also investigate whether the universities are
integrating gamification into HE marketing strategies in order to increase audience
engagement as well as develop brand affinity.
For this study, it is essential to recognize that gamification can often influence
behavior through the use of game elements. According to a 2012 Pew Research Center
report, although gamification is seen as a fad, “neuroscientists are discovering more and
more about the ways in which humans react to such interactive design elements. They say
such elements can cause feel-good chemical reactions, alter human responses to stimuli—
increasing reaction times, for instance—and in certain situations can improve learning,
participation, and motivation” (Anderson and Rainie, 2012).
The purpose of this paper is to explore the nature of gamification in the marketing of
higher education institutions and make recommendations for further research in this field.
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The objective of the literature review is to: systematically identify current adopters of
gamification and identify gaps in the research. It is hoped that this study of gamification will
make a contribution to the knowledge of HE institution marketing and recruiting.
To understand what factors lead to HE institutions use or rejection of gamification for
recruiting and marketing purposes, it is necessary to look through the lens of Diffusion of
Innovations theory.
Theoretical Perspectives
Diffusion of Innovations Theory
Applying Everett Rogers’ Diffusion of Innovations theory can help to examine the
phenomenon of how and why some new ideas or technologies are communicated through
society over time and accepted or rejected (Rogers, 1983, 1995, 2003). Diffusion is a special
type of communication in which information is centered focused around new ideas (Rogers,
1983, 1995, 2003). Diffusion refers to the process by which an innovation is communicated
through certain channels among members of a social system (Rogers, 1983, 1995, 2003).
The term innovation isn't limited to new product on the market. According to
diffusion theory, “[a] n innovation is an idea, practice, or object that is perceived as new by
an individual or other unit of adoption" (Roger, 1983, p. 11). Any new idea or concept can be
considered an innovation. "The perceived newness of the idea for the individual determines
his or her reaction to it. If the idea seems new to the individual, it's an innovation" (Rogers,
1983, p. 11).
Diffusion of innovations theory consists of four main elements: innovation,
communication channels, time, and social system and are present in every diffusion research
study (Rogers, 1983, 1995, 2003).
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The first element is innovation. An innovation could have been invented years before,
however, if it is still seen as new by an individual, then it can be considered an innovation
(Rogers, 1983, 1995, 2003). According to Rogers (2003), an innovation is more easily
adopted if it there is a perceived need for it. Seligman uses an example of a student without a
computer decides they need a computer because they see another student has one (2006).
Rogers’ innovation attributes are as follows: relative advantage, compatability,
trialability, complexity, and observability. These attributes can influence the rate of adoption
of an innovation as well as rejection.
Relative advantage can be defined as “the degree to which an innovation is perceived
as better than the idea it supersedes” (Rogers, 1995, p. 212). In essence, it is the benefits that
an innovation provides such as social prestige or economic advantages (Yasemin &
Akıncıtürk, 2010).
Compatibility is the extent to which an innovation is aligned with the values of the
adopter. If an innovation is not seen as compatible, it is usually only adopted if there is a
change in values (Rogers, 1995).
Trialability refers to testing an innovation on a limited basis (Rogers, 1995). An
individual is more inclined to adopt an innovation if it is successful after a probationary
period (Rogers, 1995). Triability is important for adoption because “the level of
comprehension and adaptation of innovation can only be increase when it can be tested”
(Yasemin & Akıncıtürk, 2010). The more an innovation is experimented with, the faster it is
adopted. It is also possible to just observe how others are using the innovation. Rogers refers
to this as a trial-by-others.
Complexity refers to the degree of difficulty of an innovation. Innovations that are
seen as too complex to use or understand are not adopted as rapidly as simpler ones (Rogers,
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1995). For example, Martin (2003) found that if computer hardware and software are user-
friendly, faculty would be more likely to adopt them for the distribution of course material.
The last attribute is observability. According to Rogers (2003), it is “the degree to
which the results of an innovation are visible to others” (p. 16). This peer observation is a
main factor for deciding to continue to use an innovation.
The next element is communication channels which are important for transferring
information. This is the second element of Rogers’ Diffusion of Innovations theory.
Communication channels are how ideas are disseminated (Rogers, 1983, 1995, 2003).
Although mass media channels and social networking sites are both channels, social
networking sites could potentially be a more effective way to deliver messages. Social
networking sites and interpersonal channels are both very “effective in persuading
individuals to accept a new idea, especially if the interpersonal channel links two or more
individuals who are similar in socioeconomic status, education, or other important ways”
(Rogers, 1995, p. 18).
The third element is time. Rogers believes this is an important element that is usually
ignored in behavioral science research (1983). “The inclusion of time as a variable in
diffusion research is one of its strengths, but the measurement of the time dimension (often
by means of respondents’ recall) can be criticized” (Rogers, 1983, p. 20).
The final element in the diffusion process is the social system. According to Rogers,
this element is very significant since the entire foundation of diffusion occurs within a social
system (Rogers, 1983, 1995, 2003). Communication channels and social norms and values
also play a role in the social system.
Although the previous elements are important for adoption, the innovation-decision
process (IDP) determines whether or not an innovation will be adopted or rejected (Rogers,
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1983, 1995, 2003). Five stages of IDP are present in diffusion theory: knowledge, persuasion,
decision, implementation, and confirmation (Rogers, 1983, 1995, 2003).
Knowledge stage. During this first stage, the individual becomes aware of the
innovation and attempts to understand what it is and how it works by asking “what?”
“how?”, and “why?” (Rogers, 1983, 1995, 2003). These questions lead to three types of
knowledge: awareness-knowledge, how-to-knowledge, and principles-knowledge (Rogers,
1983, 1995, 2003). Perceived need of an innovation plays a major role in this stage
(Seligman, 2006). An individual is more likely to seek out information is there is a need for
the innovation. Characteristics of the adopter also play a part in this stage.
Persuasion stage. At the persuasion stage, the individual forms an opinion about the
innovation (Rogers, 1983, 1995, 2003). According to Rogers, “the formation of a favorable
or unfavorable attitude toward an innovation does not always lead directly or indirectly to an
adoption or rejection (2003, p, 76).
Decision stage. During this third stage, the individual chooses to adopt or reject the
innovation (Rogers, 1983, 1995, 2003). Adoption means the “full use of an innovation is the
best course of action available,” rejection refers to “not to adopt an innovation” (Rogers,
2003, p. 177).
Implementation stage. The innovation is put into practice during the implementation
stage (Rogers, 1983, 1995, 2003).
Confirmation stage. During the last stage, the individual is looking for feedback
about the innovation (Rogers, 1983, 1995, 2003). This stage can be reversed if the individual
receives negative feedback about the innovation (Rogers, 1983, 1995, 2003).
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For over 30 years, researchers from different disciplines (sociology, political science,
mass communications, marketing, education, et al) have used Rogers’ Diffusion of
Innovations theory to study the process of adopting new innovations.
Wu and Chen (2014) used Roger’s Diffusion of Innovations theory to look at
Information System (IS) innovation. They examined the relationships between a stage-based
diffusion structure and the performance indicators and determined that three diffusion stages
had different impacts on performance. “The adoption stage further decomposes into
knowledge acquisition, persuasion and learning, and decision, leading to the actual adoption
decision. The implementation stage includes the preparation for changes to task structure,
task process, and innovation technology necessary for deployment” (Wu and Chen, 2014, p.
78). They also found that successful diffusion of IS innovation in organizations was a
predictor for performance (Wu and Chen, 2014).
Morales and Prince used Diffusion of Innovations theory to examine a summer
faculty immersion program (SFIP) to educate faculty on new instructional methods such as
gamification to teach engineering students (2014). The researchers stated that diffusion of
educational innovations is a challenge. Due to the successful use of social channels and a
social system, this program has shown to have a 100% success rate (Morales and Prince,
2014).
Although the literature shows that researchers mainly use Roger’s Diffusion of
Innovations theory to study the process of adopting new innovations, it can also be used to
study the rejection of innovations (Rogers, 1983, 1995, 2003). According to Rogers, rejection
can happen even after an innovation has been adopted (1983). There are two different kinds
of rejection (Rogers, 1983). The first is active rejection. This happens if an innovation is
considered but then not implemented (Rogers, 1983). The second type of rejection is passive
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rejection. Rogers also refer to this as non-adoption (1983). Rejection occurs because the
adoption of the innovation was never considered (Rogers, 1983).
Abrahamson (1991) examined ways scientists could develop more theories of
innovation diffusion and rejection in organizations. He breaks perspectives down into four
explanations: efficient-choice perspective, fad perspective, fashion perspective, and forced-
selection perspective (Abrahamson, 1991).
Organizations that have the efficient-choice perspective readily adopt technically-
efficient innovations (Abrahamson, 1991). This perspective helps to speed up the rate of
adoption.
According to the fad perspective, there are assumptions that influence this perspective
(Abrahamson, 1991). The individuals in the organization are unsure of their goals and the
effectiveness of the innovation (Abrahamson, 1991). Also, individuals are not influenced by
other groups within the organization (Abrahamson, 1991). With this perspective, decisions to
adopt inefficient innovations or rejection of efficient ones can be imitated (Abrahamson,
1991). In contrast to the fad perspective, the fashion perspective recognizes there are
influences outside of the group (Abrahamson, 1991).
The last perspective is the forced-selection perspective. This perspective “assumes
both low uncertainty and outside influences by organizations. It suggests that it may be in the
interest of powerful outside organizations, such as governmental regulators or labor unions,
to coerce organizations inside a group either to adopt technically inefficient innovations or to
reject efficient ones” (Abrahamson, 1991, p. 608).
These perspectives help explain adoption and rejection of innovations within an
organization. In some cases fad and fashion perspective may serve to benefit the organization
if the innovation helps them be perceived as innovative (Abrahamson, 1991). These
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perspectives may also help organizations with social status and customer perception
(Abrahamson, 1991).
Rogers’ Diffusion of Innovations theory has been accepted in a variety of fields,
especially mass communications. Whether at the microscopic level or macroscopic level,
Rogers’ diffusion theory continues to provide a sound foundation for examining how society
adopts innovations.
Definition of Terms
For the purposes of this study, the following terms are defined.
Level up. To make a move in order to increase one's stature in life or performance at
a particular task.
Gamification. The use of game elements such as rewards and competition in non-
game situations in order to achieve a certain behavior.
Game elements. Features such as quests, collections, rewards, points, badges, leader
boards, progress bars, and the ability to “level up.”
PBLs. Refer to game achievements most associated with gamification: points,
badges, and leaderboards.
Branding. The use of language and visuals in order to create a cohesive identity to a
product or business.
Coolhunting. A term used to describe a certain type of focus-group marketing that
aims to find out what is most interesting to trendsetting teenagers in hopes to get the jump on
the competition and sell new concepts before they become common.
Neuromarketing. A new type of focus group marketing that aims to use brain-waves
research to determine what types of products appeal to people’s emotions.
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Common Application (Common App). An undergraduate college application used
to apply to several colleges worldwide.
Gamify. To adapt a task or process so that it takes on the form of a game.
Selfie. A self-portrait picture, usually taken with a hand-held digital camera or camera
phone and posted on social networking sites.
Hashtag. A word or unspaced phrase preceded by the number sign (#). The use of
this symbol allows those terms to be grouped together on social networking sites.
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CHAPTER II
REVIEW OF THE LITERATURE
The literature review revealed there is limited research on gamification, but it is a
growing area as scholars seek to examine it for relationships to political, social and cultural
issues. Previous to 2010, articles on gamification didn’t exist. Over the last few years the
number of articles on gamification have increased tremendously (Hamari et al, 2014).
Most research focused on three areas: First there is the investigation of how
gamification is assisting technology (video games, websites, etc.). Second, there is the
analysis of gamification as a tool for education. Third, there is evidence to show gamification
is being integrated into marketing strategies.
Explaining the Emergence of Gamification Gamification is a relatively new term that has been applied to a relatively old concept.
The term “gamification” was first coined in 2002 by Nick Pelling, programmer and inventor
(Deterding et al, 2011). Gamification in its simplest definition is the use of rewards with the
end-goal to motivate the user behavior (Deterding et al, 2011), however, that has been
expanded to include anything that invokes the same reaction that games do (Hamari and
Hutari, 2012). Gamification also involves actions such as competing with others or gaining
points to achieve a new status or to “level up.”
It’s hard to pinpoint when gamification was first adopted by society as a marketing
technique since merchants have always looked for ways to create repeat business. Offering
rewards for paying cash instead of with credit dates back to the late 1800s. Furthermore,
supermarket trading stamps were popular in the 1930s (Conejo, 2014). Lastly, companies
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like airlines have been using a rewards system in the way of frequent flier miles for loyal
customers since the 1970s (Stephenson and Fox, 1987). Loyalty schemes like these might be
the earliest forms of gamification. (Anderson, 2013).
More recently, gamification has been used in the workplace not only to train
employees using simulators, but also to improve their health through incentives like
employee wellness programs (Bosworth, 2012; Oprescu, Jones, and Katsikitis, 2014).
Overall, gamification can help to make their time at work a positive experience.
Gamified elements can also be determining factor for an individual to continue using
and recommend a new service like a fitness phone application. In their 2013 empirical study,
Hamari and Koivisto analyzed how social motivations can predict attitudes about
gamification as well as the use and recommendation of gamified additions for the fitness
service called Fitocracy. They discovered that social factors are, in fact, strong predictors for
how gamification is perceived (Hamari and Koivisto, 2013). They also found that strong
attitudes toward the gamified system had influenced whether or not the user would
recommend the service (Hamari and Koivisto, 2013).
Education and Gamification
Historically, schools have used gamification elements such as points (GPAs and
grades) as well as contests (science fairs, debate teams, sports). Currently, gamification is
being used in a variety of other ways. “Gamification is not, however just about status,
community building, and marketing. Game-like approaches to education and problem-
solving are rolling out in new ways” (Anderson and Raine, 2014, p. 299).
For educational organizations such as Khan Academy, gamification is at the forefront
of the online learning platform. Khan Academy offers online lessons in science,
mathematics, technology, and the humanities. Gamification elements such as knowledge
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maps, goals, and progress indicators are used to engage the user and increase motivation with
e-learning (Morrison and DiSalvo, 2011).
The 2013 study, Gamifying Learning Experiences: Practical Implications and
Outcomes, showed that students who completed a gamified experience improved their scores
in practical assignments and in overall scores (Dominguez et al, 2013).
Gamification also has the potential to increase engagement and improve social
interactions. Researchers have found that the use of social gamification in education can
speed up the adoption of quality improvement practices for nursing students (Roy-Burman et
al, 2013). Integrating a social networking platform with a gamification application,
researchers were able to increase student engagement and collaboration that would
potentially accelerate overall nursing performance through team-based competitions (Roy-
Burman et al, 2013).
The success of this gamified education tool could be explained by Rogers’ Diffusion
of Innovations theory. “An important factor affecting the adoption rate of any innovation is
its compatibility with values, beliefs, and past experiences of the social system (Rogers,
1995, p. 4).
Gamification and Marketing
Corporations have used gamification as a successful marketing strategy to create
brand loyalty and increase sales. Techniques like gamification “have been strongly harnessed
for purposes of marketing, attitude change, and motivational pull” (Hamara and Koiviso,
2013 p. 2). By 2015, 50% of business will be gamifying their practices (Gartner, 2011).
Gamification is the "use of game design elements in non-game contexts" (Deterding
et al, 2011, p.1). However, gamification consists of much more than turning the user
experience into a game. Gamification, with the help of game elements and psychology, has
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the potential to motivate while helping the user find the meaningful core of experiences to
make them more rewarding, while not pulling the them out of the real world (Deterding et al,
2011).
With gamification being revered as the “next method for marketing and customer
engagement,” empirical studies from 2010 to 2013 were examined to learn the state of
current research on gamification and whether it is effective or not (Hamari, Koivisto, and
Sarsa, p. 1, 2014). According to Hamari, Koivisto, and Sarsa gamification does produce
positive effects and benefits, but are greatly dependent on the context of the activity (2014).
The researchers pointed out one limitation to this quantitative study were the newly
coined term gamification itself. Any studies that did not use that term or gameful specifically
would not have come up in the initial searches, therefore, would not have been included in
the analysis (Hamari, Koivisto, and Sarsa, 2014).
Higher Education Institutions and Marketing
Enter Marketing
Due to trends such as demand for tax dollar accountability, losing financial support
and low admission numbers, HE institutions have had to position themselves in a global
marketplace for the first time (Elliot and Healy, 2001).
The elements of globalization in higher education (HE) are widespread and
multifaceted and the HE market is now well established as a global
phenomenon, especially in the major-English speaking nations: Canada, the
USA, Australia and the UK. In the context of increasing competition for
home-based and overseas students higher education institutions now
18
recognize that they need to market themselves in a climate of international
competition.
(Boyer, 2006, p. 136)
Confused with advertising, marketing practices were not always of interest to HE institutions,
especially private institutions, until they also started to lose funding and enrollments started
decreasing (Kotler, 1979). “Of all the classic business functions, marketing has been the last
to arrive on the nonprofit scene” (Kotler, p. 38, 1979). Although late to adopt the idea of
marketing, HE institutions now incorporate marketing into their recruitment strategies (Noel-
Levitz, 2013a). According to Rogers, “technological innovations are not always diffused and
adopted rapidly even when the innovation has obvious and proven advantages” (2003, p. 10).
To respond to the ever-changing environment and compete for prospective students,
it’s imperative HE institutions now acknowledge they are also a service industry (Cheng and
Tam, 1997) and need to market themselves as such (Hemsley-Brown and Oplatka, 2006).
“Universities can build trust by treating students in a consistent and equitable manner,
meeting the students expectations, and handling student complaints in a caring manner”
(Elliot and Healy, p. 2, 2001).
A Higher Purpose
According to the The Historical Roots of Enrollment Management, HE institutions at
one time relied only on faculty and the president to recruit students (Coomes, 2000).
With changes in the environment (for example), HE institutions have been forced to
make changes to their organizational structures. Implemented first within admissions
departments, the first concept of enrollment management emerged in the mid-1970s
(Coomes, 2000).
19
To support new marketing initiatives, HE institutions also made additions to their
administration staff. Some additional positions such as vice presidents of marketing,
marketing director, marketing committees as well as task force committees were added to the
organizational structure (Kotler, 1979). The new administrative staff used creative and non-
traditional techniques to engage students (Kotler, 1979).
With the onset of newer barriers to enrollment like declining high school graduation
rates (Berry-Cullen, Levitt, Robertson and Sadoff, 2013), HE institutions stepped up their
marketing efforts (Henderson, 2005). Enrollment management was defined and expanded in
the 1980s (Coomes, 2000; Henderson, 2005).
As enrollment management systems became an important function for HE
institutions, other departments began to adopt enrollment marketing into their structure
(Coomes, 2000). Enrollment management began to spread to such departments such as
financial aid services, career services, and student affairs (Henderson, 2005).
In Agents of Change: Roles, Barriers, and Opportunities for College Admissions
Professionals and High School Counselors, Christopher Tremblay discusses several
challenges and solutions for HE institution undergraduate recruitment. One challenge is the
multiple role college admission professionals have to undertake. These professionals serve as
the marketers and the gatekeepers of information (Henderson, 2005; Tremblay, 2013).
College admission professionals now utilize marketing tactics such as giving out
promotional items; advertisements like billboards, recruiting videos, and paying new outlets
to tell their story as well on-site interviews and as same-day admission (Kotler, 1979;
Wenzel, 2002), although it’s reported that HE institutions are still seeing the biggest benefit
from events and events-based activities such as campus visits and open houses (Noel-Levitz,
2013a). In addition to marketing and coordinating events, admission professionals also serve
20
as the guidance counselor for prospective students to navigate the college admission process
(Tremblay, 2013).
Strategic Enrollment Management
In addition to organizational changes, some HE institutions have started
implementing Strategic Enrollment Management (SEM) plans (Tremblay, 2013). Mathis
(2010) suggests a SEM “ambassador” can use research to guide recruitment and retention
strategies, engage faculty and inform students of the college admission process.
It was reported that last year, private colleges staffed their admission and recruitment
offices at the highest levels yet (Noel-Levitz, 2013b). At an average cost of $2,433 per
prospective student, private HE institutions are realizing recruiting a larger student
population is becoming an unsustainable model and the focus should shift to retention (Noel-
Levitz, 2013b; Tremblay, 2013).
According to Elliot and Healy (2001) for HE institutions utilizing a SEM plan, “they
must first identify what is important to students to attract them, then deliver a quality
education to retain them. However, it should also be remembered that student recruitment
and retention activities are interrelated. The most effective and efficient means of recruiting
students is through word-of-mouth promotion which comes from current satisfied students”
(Elliot and Healy, 2001, p. 10).
Tremblay suggests that SEM plans could have a negative impact if they are not
carefully monitored and managed (2013). According to Noel-Levitz’s 2013 Marketing and
Student Recruitment Practices Benchmark Report for Four-Year and Two-Year Institutions,
“only about one-third to one half of respondents across institution types reported having a
strategic, multi-year enrollment plan that they felt good about” (p. 1).
21
Selling Diversity
In response to the changing environment, some HE institutions have started to recruit
more diverse populations of students. To accomplish this, some HE institutions utilize their
websites to visually present diversity on their campus as well as build relationships and
recruit prospective students (Boyer, 2006). Of the 163 private and public HE institution
websites looked at, 65% featured minority students on the homepage (Boyer, 2006).
“Globally, colleges and universities are using their websites as key marketing and public
relations tools to reach prospective students. With their need to recruit a more diverse student
population, combined with the increased number of Internet usage, HE institutions must rely
on their websites to portray their university as diverse in order to appeal to a wider
population” (Boyer, p. 136, 2006).
Contrary to this, some HE institutions are more cautious with their portrays of
diversity (Boyer, 2006). In order to not raise any questions from other university
stakeholders, depictions of diversity are kept to a minimum (Boyer, 2006). Unfortunately,
taking this conservative approach to using diverse populations to represent their institutions,
there is a lost opportunity “to communicate with prospective students of varied racial, ethnic,
and religious backgrounds, as well as those with limited physical abilities” (Boyer, 2006).
Typically, teens need to envision themselves at college. If they do not see similar images on
university websites, they feel campus community is not inclusive which would cause them to
apply to another institution (Boyer, 2006).
Boyer (2006) found that one solution to counter falsely advertising diversity is to
promote programs dedicated to certain student populations instead. For example, the
Midwest is not as diverse in nature as compared to areas in the North and West, which are
known more for international populations (Boyer, 2006). Therefore, trying to depict the
22
campus with a large population of minority students would be questioned (Boyer, 2006, p.
149). Instead, HE institutions in the Midwest tend to promote their international programs
(Boyer, 2006).
Social Media and Higher Education
Another way to reach prospective domestic and international students is through
social media. New studies suggest that HE institutions have been quick to adopt the use of
social media for marketing and recruiting efforts (Barnes and Mattson, 2010; Barnes and
Lescault, 2011). This latest study (2010-2011) examined the most recent trending of social
media adoption among four-year accredited institutions in the United States.
Not only are HE institutions having some success with social media, they are
outperforming Fortune 500 companies (Barnes and Mattson, 2010). Topping the list of the
most effective social media networking sites was Facebook (Barnes and Lescault, 2011). HE
institutions also proved to have much success with blogs (Barnes and Lescault, 2011).
Higher Education Recruiting and Gamification With the success of social media adoption, some HE institutions are attempting to
further engage students using gamification. Game-based geolocation mobile applications
such as Scvngr for Universities are being used for campus visits and university orientation.
Because university orientation is so vital to new students, some HE institutions utilize mobile
applications to help them transition to the new environment by informing them people,
locations, and events (Fitz-Walter, Tjondronegoro, and Wyeth, 2011).
According to the 2011 pilot study, Orientation Passport: Using Gamification to
Engage University Students, a gamified element was added to a university mobile application
in order to make the application more enjoyable for the user and motivate them to use it more
23
(Fitz-Walter, Tjondronegoro, and Wyeth). The application included an achievement design
that was centered around check-ins. Results showed that the added achievement element was
generally well received by the students. With the exception of one participant, the students
agreed the achievement “added value to their orientation experience and that the achievement
system was fun to connect phones with another person in order to add their details and
unlock the friend themed achievement” (Fitz-Walter, Tjondronegoro, and Wyeth, 2011, p. 4).
Since an innovation is defined as “the first or early use of an idea by one of a set of
organizations with similar goals,” gamification can be considered innovation (Rogers, 1983,
1995, 2003). This study intends examine factors lead to HE institutions adoption or rejection
of gamification into their marketing and recruiting practices.
RQ1: What stage of the gamification innovation-decision process is the most
dominant among HE institutions? RQ2: Which elements of Rogers’ Diffusion of Innovations theory are factors for HE
institutions adopting or rejecting gamification as part of undergraduate student recruitment marketing strategies?
24
CHAPTER III
METHODOLOGY
This chapter explains the methods used to conduct the study, giving special emphasis
on the collection of data. It should be noted that the mixed methodology was an evolving one
that took on different forms as the study progressed. The next chapter presents the results
obtained from those methods.
The General Perspective For this study, a combination of qualitative and quantitative data was collected and
analyzed. In the past, researches have generally drawn differences between qualitative and
quantitative studies.
Qualitative field research focuses on interpretations of findings and is usually
associated with the social sciences (Babbie, 2005). Contrary to that, quantitative field
research uses statistical analysis and is usually considered to be more objective (Babbie,
2005). More recently, Creswell and Clark (2007) have explained how the two approaches can
be combined. The following definition will guide this study:
Mixed methods research is a research design with philosophical assumptions
as well as methods of inquiry. As a methodology, it involves philosophical
assumptions that guide the direction of the collection and analysis of data and
the mixture of qualitative and quantitative approaches in many phases in the
research process. As a method, it focuses on collecting, analyzing, and mixing
both quantitative and qualitative data in a single study or series of studies. Its
central premise is the use of quantitative and qualitative approaches in
25
combination provides a better understanding of research problems than either
approach alone.
(Creswell and Clark, p. 5, 2007)
Using Creswell and Clark’s definition, the mixed method approach in this study
consisted of two phases: Phase One included quantitative procedures and Phase Two
included qualitative analysis for overall findings. As primarily a qualitative study, the
research reported here embodies both quantitative and qualitative perspectives.
This study began by collecting preliminary quantitative data as a basis for collecting
and interpreting the primary qualitative data. The intention was to use the qualitative data to
help answer the first research question. In the end, the procedures used qualitative data to
explain quantitative results.
Not only can the mixed methods approach help to answer questions that qualitative
and quantitative methods cannot answer on their own, it can provide “more comprehensive
evidence for studying a research problem than either quantitative or qualitative research
alone” (Creswell and Clark, p. 9, 2007).
A 2008 study by Farzen et al. using mixed methods research sought to show how the
use of gamification elements, such as a point system, can motivate users’ contributions in an
enterprise social networking. The researchers conducted follow-up interviews after an initial
incentive experiment was conducted in the user community (Farzen et al., 2008). The
interviews were essential for evaluating the effectiveness of the experiment.
The Research Context
This study looked at the state of higher education (HE) institution marketing over the
past 2013-14 academic year. Given the fact that HE institutions are struggling with
enrollment, their marketing practices were examined for any emergence of gamification.
26
Pilot Study A pilot study consisting of five marketing and recruiting experts that met the study
protocol was drawn from across Saint Louis University in St. Louis, Missouri. The first
modified gamification survey questionnaire consisted of a sample size of 30 participants
from university marketing or recruiting departments.
This initial study was developed in order to test the relevance of the predetermined
questions as well as identify possible themes that will guide the research. This study was
developed as a preliminary analysis before committing to the larger scale study.
Data Collection for the Pilot Study
Round One of the pilot study included the participation of 15 marketing and
recruiting experts. Seven of the experts were from individual schools within the university;
six were from the admissions department, one from academic affairs, and one from
marketing and communications department. The recruitment of participants consisted of
contacting 30 experts from across the university via email (Appendix A) with an embedded
Google Form questionnaire sent on Sept. 8, 2014. The pilot participants provided consent for
the 13 multiple-choice questions as well as left feedback through two open-ended questions
(Appendix B) through a Google Form.
The first group of potential participants consisted of counselors, directors, and
marketing managers from admissions. These individuals are usually the first point of contact
for prospective students. The second group was expanded to the marketing and
communications department that oversees the branding of the university.
The third pool consisted of marketing managers at various schools across the
university (arts and sciences, business, law, and public health) that are in charge of marketing
their particular school and recruiting students into their programs.
27
Finally, personnel in the academic affairs department were also contacted to secure
participants for the pilot portion of this study.
Round Two of the pilot study included five marketing and recruiting professionals.
Three of the professionals were from individual schools within the university and two were
from the admissions department. The recruitment of these participants was based on the
responses from the two survey questions: “Are you familiar with the term gamification?”
and “Would you be willing to participate in a longer questionnaire about the use of
gamification?”
Round One Data Analysis
Although only 33% of respondents said they were familiar with the term
gamification, 73% said they used gamified techniques such as scavenger hunts and trivia and
87% said their website housed contests for prospective students. These results show that only
a small percentage of HE marketers are in the implementation stage of the innovation-
decision process. From this small sample it is also clear that certain aspects of gamification
have been adopted in HE marketing and recruiting.
In addition to supplying their own questions, survey participants revealed that it
would be helpful to include a definition of gamification in the questionnaire.
Gamification: The process of using game elements and techniques
from games we all play such as board games and video games and
applying them in real-life situations in order achieve an outcome. For
example, increase engagement or motivation.
See Appendix C for additional questions that came from participant suggestions.
28
Round Two Data Analysis
The pilot interviewees were informed of the nature and subject of the study before
answering any questions (Appendix F). They then provided written consent for the interview
as well as for the audio recording.
To maintain confidentiality, interview participants were assigned non-identifying
labels.
• Respondent A is a Senior Manager in Admissions
• Respondent B is a Mid-level Manager in Admissions
• Respondent C is a Mid-level Manager in Arts and Sciences
• Respondent D is a Mid-level Manager in Business
• Respondent E is an Entry-level Manager in Public Health
These participants were interviewed in person. Their responses were recorded using a
digital recorder so they could then be analyzed for any emergence of gamification terms
and/or themes.
Interview Discussions
This part of the pilot study was created in order to see if any characteristics of the
diffusion of innovation elements (innovation, communication channels, time, and social
system) appeared.
For innovation, several new terms emerged when discussing gamification. New
identifiers for gamification to be added to the main study survey were as follows: temporary
tattoos, VIP badges, and QR codes.
29
In response to adopting gamification, time and implementation of gamification
seemed to be determining factors for not integrating gamification more into marketing and
recruiting events. Here are some results:
Respondent A:
Challenges include coming up with concepts and trying to decide who will be in charge of it. While I plan the events, I’m not necessarily in charge of content. And then our marketing department dictates look, feel, and messaging. So putting all of the pieces together has been difficult and probably why I haven’t pushed harder for it.
Respondent B:
Development alone is probably three to four weeks. And that would be someone working on it solely. So, for a big project like that here, it takes a year to prepare for that kind of addition.
Pace and Length of Interviews
The structure of the interviews progressed naturally while averaging about 30
minutes. When additional questions were included in the main study, the interview time
increased to about 45 minutes. See Appendix C for additional questions that emerged from
the in-depth interviews.
During the in-depth interviews, factors leading to response rate of participation were
discussed. It was determined the use of incentives would be beneficial to secure a better
response rate as well as sending polite reminders and setting deadlines. These tactics will
also be implemented in the main study.
This pilot study helped to determine that some questions needed to be revised as well
as including additional follow-up questions that were implemented in the larger study. It is
important to point out that the participants from this pilot study will not be included in the
main study.
30
Sampling and Selection for the Main Study
A purposive sample of 50 HE institutions in the Midwest was identified and selected
based on a good representation of universities. The selection included public and private HE
institutions with varying class sizes, endowments, campuses, and acceptance rates. These
statistics were compiled from ranked HE institutional profiles found on the 2015 U.S. News
and World Report website as well as the Illinois Board Higher Education Consortium
website (2011).
Selection process for 25 Illinois and 25 Misssouri is as follows: 5 institutions with the
highest class size, 5 with the lowest class size; 5 institutions with the highest tuition, 5 with
the lowest tuition; 3 institutions with the highest acceptance rate. Due to some overlap in
more than one category, 6 institutions were thrown out. A total of 22 Illinois institutions and
22 Missouri institutions were selected for the study.
Selection of Participants
After the institutions were selected, admission and marketing representatives at these
institutions were identified via each institution's website and then contacted to participate in
the study. Admission representatives included admission counselors, enrollment
coordinators. Senior marketing representatives included web marketing coordinators,
marketing directors, and deans. For purposes of confidentiality, each HE institution
marketing professional is referred to with a fictitious name.
Since this study relied solely on human subjects, institutional review board (IRB)
approval was required before any contact with research participants. An IRB form (IRB # 14-
1002-3) was filled out and sent in for review along with the survey and interview questions.
A consent form was also sent to the participants taking part in the in-depth interviews.
31
Instruments Used in Data Collection
Several instruments and recording processes were used in the data collection. First,
questions based on Rogers’ theory were developed for the survey and in-depth interview. The
questionnaire was based on background documentation including academic papers, articles,
and books. This questionnaire provided information about how HE institutions are either
adopting or rejecting gamification. Qualtrics (a web-based survey software tool) was used to
build the survey questionnaire, contact the participants, collect the data, and generate reports.
Respondents were employed by regional universities located across two states in the
Midwest (Illinois and Missouri). There were 228 admission and marketing professionals
selected from HE institution admission webpages or internal database webpages. The names,
job title, department, and email addresses of these individuals were collected and put into a
Microsoft Excel spreadsheet.
In order to contact the large number of participants at once, email invitations
(APPENDIX D) were distributed to these professionals via Qualtrics Mailer. Email
invitations included a personalized message and custom individual link, which recorded their
personal information and tracked their responses. Participants were also given an incentive to
complete the survey by being registered in a drawing to win a $25 Amazon gift card.
Through the software, each participant who started the survey was automatically assigned a
Response ID that would made it easy to categorize them by their job title and university. In
all, 93 surveys were started for an overall response rate of 41%. Because of missing data, 27
of the surveys started were unstable. As a result, 66 respondents comprised the final
subordinate sample.
32
Procedures Used
Forty-five professionals from Missouri universities participated while 20
professionals from Illinois universities participated. Some of the respondents were from the
same university, but did provide additional insight about their institution. They were grouped
together to reveal the true sample size of 10 Illinois universities and 18 Missouri universities.
Their responses were similar to one another. Overall there were 5 marketing representatives,
11 marketing directors, 40 admission representatives, 9 admission directors, and 1 dean who
completed the questionnaire.
To complete the research design, several specific procedures were used. First, survey
questions were developed and sent out. Next, codes for gamification elements and
innovation-decision process were developed and categorized. After the quantitative data were
collected, degree of gamification usage was analyzed.
Survey and Interview Questions
To determine whether or not gamification has been adopted or rejected, questions
were framed using Rogers’ stages in the innovation-decision process: knowledge, persuasion,
decision, implementation, and confirmation (Rogers, 1983, 1995, 2003).
Interviews allow the researcher to control the line of questioning as well as gather
additional historical or background information not covered in the survey questionnaire
(Creswell, 2009). In-depth interview questions were created to help examine which of
Rogers’ elements of Diffusion of Innovations are most influential for adoption of
gamification. Four elements were examined: the innovation, communication channels, time,
and social systems. Please see Appendix F for list of questions.
The survey questionnaire was composed of five sections (APPENDIX E). The first
part of the survey was designed to collect characteristics of the HE institutions (name,
33
marketing, recruiting, and communication preferences) as well as general indicators of
gamification adoption (contests, trivia, rewards, etc.) The last question in this section
collected information about the gamification term. For those that were not familiar with the
term at all, the survey was ended. Only 28 out of the 66 respondents indicated they were
familiar (slightly, somewhat, moderately, and very) with the term and continued to the next
section. In the second section, respondents answered questions about gamification adoption
to reveal elements of the innovation-decision process (innovation, communication channels,
time, and social system).
The third part of the survey consisted of specific information about the innovation-
decision process. For the nine respondents who indicated that they were not aware of it being
utilized in HE institution marketing, the survey ended. Fifteen respondents were aware, but
wanted to know more. One respondent was aware of it, but chose not to use it. Both of these
groups were prompted an opened-ended question: “If not being currently using gamificaion
in your marketing and recruiting at your institution, what has been the major decision for
this decision?” The survey was then ended.
Only two respondents made it to the fourth section. One indicated that gamification
was being used at their HE institution and the other indicated they had chosen to use it at
their HE institution. These respondents were asked three additional questions regarding
implementation and evaluation of gamification success.
The survey consisted of 5- and 6-point Likert scale questions, multiple-choice
answers, and open-ended questions. The Qualtrics software automatically recorded
responses. Reports were generated and downloaded. One with raw data, one visual report,
and one statistical report were analyzed. The visual report consisted of charts and tables that
were easy to view quickly for patterns. SPSS Statistics software was used to run statistical
34
analysis of the results. After collecting the interview data, the results were analyzed and
coded for any appearance of the stages of Rogers’ innovation-decision process and its
elements. See Figure 1.
Figure 1. Five Stages of the Innovation-Decision Process
The very last section of the survey asked respondents to participate in an in-depth
interview. There were 15 respondents who were willing to participate in a phone interview.
Nine respondents were contacted to participate in the interview. Only those that indicated
they had some knowledge of gamification were selected for the phone interview with two
exceptions, the one dean who completed the survey and the one participant who had the
highest level of gamification knowledge. The dean was selected for the interview because of
the high degree of decision-making and also because they indicated their institution was
participating in rewards and interactive checklists. He was asked the same questions, but
35
gamification was replaced with new marketing technique. The other respondent was
contacted because of their expertise with gamification indicated by their answers about
gamification adoption as well as responses to the open-ended questions even though they did
not indicate they wanted to participate in an in-depth interview. Each of these respondents
was interviewed. One participant changed their mind when contacted and another participant
did not respond to the follow up email. Overall, a total of 7 phone interviews were
conducted.
According to Creswell, interviews are especially useful when the participant cannot
be directly observed (2009). Unstructured interviews are “intended to elicit views and
opinions from the participants” (Creswell, 2009, p. 181). Before the interview, an email was
sent to confirm participation and to establish the best time for the interview.
Procedure was loosely based on Creswell’s (2009) protocol for qualitative interviews.
An introduction, followed by an icebreaker question, was used at the beginning of the
interview. Prior to conducting the interview, the interviewees were also informed of the
recording process. The HE professional was then interviewed using the in-depth questions.
Follow-up questions were asked when it was necessary to get the individual to explain their
answers in more detail. Handwritten notes were taken during the interview (heading with
date, time, and name was also included). Time was allowed between answers in order to take
notes. To acknowledge the individual’s time, a final thank you statement was used at the end
of the interview.
While conducting the semi-structured phone interview, a digital recording device was
used to capture responses. Their responses were recorded using Express Dictate™ on an
Apple Mac OS X laptop Version 10.6.8 (Express Dictate is a voice recording and
transcription software). These interviews were recorded digitally so they could then be easily
36
analyzed for any emergence of gamification innovation elements and/or themes. Audio
recordings were deleted upon completion of the project.
Qualitative Analysis of Interview Data
Preparing Data
Organization and preparation of the raw data had to be completed before the analysis
could begin. Hand-written notes were typed up and placed in another spreadsheet with
respondent responses from the survey for easy cross-referencing.
Step one: First, the interviews were transcribed using Express Dictate and later pasted
into spreadsheet and then printed out for easy coding. Next, all of the transcriptions were
browsed over quickly as a whole to get a general sense of what was present in recordings.
Then, first impressions were noted. Finally, the transcripts were read again, one by one. Each
line was read very carefully several times to look for any emergence of any interesting
information like repeated terms or phrases.
Coding Data
Step two: Next, the transcripts were coded. To code, relevant pieces in the transcripts
were labeled, underlined, and highlighted different colors. Relevant codes were words,
phrases, sentences that were repeated several times, surprising, or something the individual
explicitly said was important. These labels were about actions, opinions, differences and
similarities, as well as preconceived theories and concepts. Specially, any piece that was in
anyway related to Rogers’ diffusion theory was considered highly significant.
Codes included, but were not limited to, the five stages of the innovation-decision
process (knowledge, persuasion, decision, implementation, and confirmation); Rogers’
elements of the innovation-decision process (innovation, communication channels, time, and
37
social system); as well as innovation attributes (relative advantage, complexity,
comparability, trialability, and observability), and game elements (contests, trivia, scavenger
hunts, interactive checklists, rewards, and giveaways).
Step three: Data collected were separated into meaningful parts (Strauss, 1987). By
bringing several codes together, the categories created became themes. These codes helped to
define meaningful data. Extra codes were ignored. In brief, all of the codes created in the
previous step were not used.
Through this process, the researcher tried to remain unbiased, creative, and open-
minded. In other words, reviewing the information on an abstract level to better
conceptualize the data.
Step four: Categories were labeled and the connections between these categories were
described. The results were the experience about the HE institutional realm through the
perspective of the participants in the study. It is these connections that became the main
results of the study. See Figure 2.
Step five: Categories were reviewed and ranked according to importance. Some codes
appeared more than once and in more than one category.
Step six: Results were written up and summarized in the Chapter IV. Furthermore,
results were also interpreted according to Rogers’ diffusion theory and summarized in
Chapter V.
38
Figure 2. Research Variables
VARIABLE OPERATIONAL MEASURE
Innovation-decision Process
Scaled items: defined for knowledge, persuasion, decision, and implementation. Knowledge hearing about gamification for the first time, persuasion stage involved in forming an opinion, decision stage involved in deciding to use, and implementation if gamification was in use 5- and 6-point Likert scale, multiple choice, in depth interviews
Innovation Classified as adopter if using trivia, contests, rewards, and interactive checklists. Other classifications: relative advantage, complexity, compatability, trialability, observability.
Channel Multiple choice. Classified as mass media external if advertisement, article, book, or news story. Classified as mass media internal if presentation on my campus or professional conference. Classified as interpersonal if colleague/word of mouth or social media.
Time Classified the innovation-decision process if any elements of the stages are observed.
Social system Classified as optional if decision to adopt or reject was an individual’s choice. Classified as collective is choice to adopt or reject was a consensus among group. Classified as authority if leadership made the choice to adopt or reject.
This chapter has explained the methods used in this mixed study of 44 HE institutions
across two states in the Midwest. The next chapter presents the results obtained with those
methods.
39
CHAPTER IV
RESULTS OF THE STUDY
As stated in Chapter 1, the study examined the current state of HE marketing and
recruiting as well as investigated whether these institutions have adopted gamification as a
HE marketing strategy.
Analysis of Data
The results of the survey, which evaluated the innovation-decision process related to
gamification and the factors that influenced these stages, were interpreted using the
characteristic features of innovation defined by Rogers’ Diffusion of Innovations theory
(1995).
Referring specially to the term gamification, data from one question indicated that
58% of respondents were not familiar with the gamification. The rest of the respondents were
familiar with the term gamification to some degree. See Table 1.
Table 1 Knowledge of Gamification Term Frequency Percent Valid
Percent Cumulative Percent
Not at all 38 57.6 57.6 57.6 Slightly familiar 13 19.7 19.7 77.3 Somewhat familiar 3 4.5 4.5 81.8 Moderately familiar 7 10.6 10.6 92.4 Very familiar 5 7.6 7.6 100.0 Total 66 100.0 100.0 Notes: N = 66, M = 1.91, Mnd 1.00, SD = 1.321, range 4, min 4, max 5.
Overall, a total of 32% of admissions professionals surveyed were familiar with
gamification to some extent. 68% of admission professionals were not familiar with
gamification at all. 85% of marketing professionals surveyed were familiar with
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gamification. Only 15% of marketing professionals were unfamiliar with gamification. See
Figure 3.
Figure 3. Gamification Knowledge Stage
When asked specifically about college apparel, 37 out of 66 respondents (56%) said
their institution had used it as a reward within the last year. Twenty-four respondents (65%)
who answered, “Yes” to using college apparel also indicated they were not familiar with the
term gamification at all. See Table 2.
Table 2 Cross Tabulation Among Gamification Knowledge and Rewards Students are Given Branded Apparel as Reward Familiar with Gamification Yes No Not sure Total Not at all 24 11 3 38 Slightly familiar 8 3 2 13 Somewhat familiar 0 1 2 3 Moderately familiar 3 4 0 7 Very familiar 2 0 3 5 Total 37 19 10 66 Notes: c2 (1, N = 66) = 23.48*, degrees of freedom = 8, p < 0.001 * The Chi-Square approximation may be inaccurate - expected frequency less than 5.
Some respondents indicated that gamified elements were being used to some degree.
Responses show that university mobile apps are being used to a great extent. Giveaways,
interactive checklists are also being used to some extent. Scavenger hunts, and rewards are
0
5
10
15
20
25
30
35
40
Yes No
Admission Professionals
Marketing Professionals
41
also being used to some degree. Respondents indicated that trivia is being used the least. See
Table 3.
Table 3 Gamification Adoption Interactive
checklists Trivia Scavenger
hunts Giveaways Guidebook University
mobile app Rewards
Not at all 16 27 31 9 38 45 24 Rarely 9 20 10 13 4 3 11 Sometimes 13 2 10 19 2 3 15 Often 9 2 1 12 4 2 5 To a great extent
6 - - 5 1 12 -
Not sure 11 13 14 7 16 16 9
To help determine the perceived need for innovation, all respondents were asked if
their institution had been successful in reaching their audience. Overall, 52% of the
respondents indicated they have been very successful and 36% have been moderately
successful.
Table 4 Perceived Need for Innovation Frequency Percent Valid
Percent Cumulative Percent
Somewhat successful 4 6.1 6.1 6.1 Moderately successful 24 36.4 36.4 42.4 Very successful 34 51.5 51.5 93.9 Not sure 4 6.1 6.1 100.0 Not very successful - - - - Total 66 100.0 100.0 Notes: N = 66, M = 4.58, Mnd = 5.00, SD = 0.703, range 3, min 3, max 6.
Those respondents that were familiar with gamification were asked when they first
heard of the term. Most reported to learning of it less than a year ago while only 3% of
respondents learned of it between four to five years ago. See Table 5.
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Table 5 First Exposure to Gamification Frequency Percent Valid Percent Cumulative
Percent Do not recall 5 7.6 17.9 17.9 < 1 year 10 15.2 35.7 53.6 1 to < 2 years 5 7.6 17.9 71.4 2 to < 3 years 6 9.1 21.4 96.3 3 to < 4 years 2 3.0 7.1 100 4 < 5 years - - - - Total 28 42.4 100.0 Missing System 38 57.6 Total 66 100 Notes: N = 28, M = 2.64, Mnd 2.00, SD = 1.22, range 4, min 4, max 5.
Those that were familiar were asked how they first heard of the term. There was not a
communication channel that was the only contributor to learning about gamification. It was
found that 18% had read an article or book about it while 15% heard of gamification by word
of mouth. Only 3% heard about it through social media and 5% from a conference.
Most of these respondents also reported that they were interested in knowing more
about gamification in HE marketing and recruiting practices. None of the respondents
indicated that gamification in their marketing practices was currently being evaluated at their
institution. See Table 6.
Table 6 Gamification in HE Institution Marketing Frequency Percent Valid
Percent Cumulative Percent
Knowledge 9 13.6 33.3 33.3 Persuasion 15 22.7 55.6 88.3 Decision - rejection 1 1.5 3.7 92.6 Decision - adoption 1 1.1 3.7 96.3 Implementation 1 1.1 3.6 100 Confirmation - - - - Total 27 40.9 100.0 Missing System 39 59.1 Total 66 100 Notes: n = 28, M =1.91, Mnd = 1.00, SD = 0.932, range 4, min 4, max 5.
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To determine detailed factors that lead to gamification rejection, respondents were
asked an open-ended question. Out of the 28 responded who indicated they were familiar
with the term gamification, 15 indicated it was currently not being used in their marketing
and recruiting. Although answers varied, the most consistent answer was lack of knowledge
(See Figure 4).
Figure 4. Responses for Gamification Non-adoption
If not currently using gamification in your marketing and recruiting at your institution, what has been the major influence for this decision?
• It is not what we are focused on. • I'm not sure if leadership is aware of this idea. • I'm not sure if we have tried it or not, but if we haven't it would be due to a lack of
knowledge. • Relevance or lack thereof to the target audience for most of our programs • Don't know enough about it. • I feel as though gamification to encourage participation can tend to "cheapen" data or
create false interest. • Not enough information about it or how to implement. • Lack of dedicated staff to create/implement. Budget constraints. • Lack of knowledge. • Not just one, there are major influencers. Show me some data that supports how we
can use this to increase yield in any way. • Lack of knowledge. • I'm not sure; gamification is outside my purview. • Funding. • Administrative decisions from above and financial restrictions • The concept needs to be vetted via admissions.
Interview Analysis
Respondent A is an Admissions Counselor from a small, public HE institution in a
small town in Missouri.
Respondent B is a Program Director from a medium size, private nonprofit HE
institution in urban Missouri.
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Respondent C is a Director of Communications and Marketing from a large, public
HE institution in Missouri.
Respondent D is a Dean of Admissions from a small, private HE institution in
suburban Illinois.
Respondent E is Marketing Specialist from a large, public HE institution in suburban
Illinois.
Respondent F is a Director of Student Activities from a large, private university in a
small town in Illinois.
Respondent G is an Admissions Counselor from a large, public HE institution in rural
Illinois.
Innovation-decision process. The majority of the respondents indicated on the
survey that they were familiar with gamification and were using it to some extent at their HE
institutions. Only one respondent wasn’t familiar with the term although his HE institution
was using a gamified element to engage with prospective students. It was noted that five of
the respondents have gone through the knowledge stage, persuasion stage, decision stage,
and implementation stage. One respondent is starting the knowledge stage. This is the
respondent that was introduced to gamification for the first time due to the survey
questionnaire also indicating wanting to know more about it is. One respondent is starting the
confirmation stage. It was also evident that certain key factors took place during each stage.
See Table 7.
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Table 7 Stage of Innovation-Decision Process (IDP) Factors IDP Stage Element Attribute Knowledge Innovation
Social system Communication channels
Relative advantage Complexity Observability
Persuasion Social system Communication channels Innovation
Compatibility Complexity
Decision Time Innovation
Complexity Compatibility
Implementation Innovation Time
Trialability
Confirmation Innovation Social system Communication channels
Observability Relative advantage
Knowledge stage. Six of the respondents indicated on the survey that they were
familiar with the term gamification to some extent. During this stage, communication
channels varied. Two respondents learned about it by reading an article or book, two
respondents learned about gamification at a professional conference, and two respondents
learned about it through word of mouth. During this stage, relative advantage was observed.
Although the benefits of using gamification to reach the undergraduate audience was
understood, the true meaning of the term was sometimes questioned.
Respondent D is a Dean of Admissions from a small, private HE institution in
suburban Illinois. According to the respondent, their institution was very successful reaching
their undergraduate audience this past year. The respondent was not aware of the term
gamification before the survey, but wanted to know more about it. The respondent disclosed
that their institution is currently using Zinch™ (a web-based platform used to track and to
connect with students). The respondent goes on to say that although they like to stay up-to-
46
date with innovative trends, careful consideration needs to be taken when trying to integrate
something new:
I always describe admissions as being the type of industry where you’re scared to stop doing anything you've been doing and you're also scared to start doing all of the other stuff everybody else is doing. So what we end up with in some cases is a very complex process because it's always additive. We try to keep everything else going while at the same time trying new things. With marketing and limited resources sometimes it's a little different because you've got to look at how we’ve been doing traditionally and what could we maybe let go of a little in order to try something new. So that's kind of how our marketing budget is usually going to be divided. The respondent also stated that their institution does attempt new marketing
techniques on a trial basis:
We have things that we're dedicated to already and if we see a new product or new technology different that we'd like to try, we've usually set some money aside. We'll try it for a year or two maybe three to see what kind of productivity we get out of it. If there's not a lot of productivity we'll then reallocate those resources to something different or new and try to see how that works. If we find something that does work really well for us, then that becomes a permanent part of our operation. And then if another new opportunity comes up we've got to figure out what else to let go again to make budget room for that new. So you don't have an unlimited budget. There's a lot of cool stuff out there, but you can't just keep adding and adding and adding. You've really got to be strategic about what can you cut that will have the least impact on your enrollment and what can you add that might have the greatest impact.
Respondent B is a Program Director at a large, private HE institution in urban
Missouri. According to the survey, the respondent is very familiar with the term gamification
and learned about at a conference two to three years ago. The respondent is between 25 and
34 years old and believes gamification comes naturally for younger generations. The
respondent also finds that it is harder to it explain gamification to those that have not grown
up with newer technologies. The respondent goes on to explain why the use of the term
gamification is problematic.
Internally, when I try to talk about [gamification], I’ve found it's very much a generational thing. We've experienced enough that it's kind of engrained in us. We know how it's done. We've seen it done. We know what to expect. In higher education, a lot of the powers that be are old school. They like the physical paper
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copy in front of them. So explaining it, I think for me is showing examples of different ways. The visual for me has been the most effective to get that buy-in. Because trying to explain it verbally can be very difficult. If there's data or research out there, then you can access again, I think that speaks to them. Respondent C is a Director of Communications and Marketing from a large, public
HE institution in Missouri. The respondent is somewhat familiar with gamification and
learned about it at a conference two to three years ago. The respondent believes their HE
institution is not quite skilled in gamifcation yet. Although they are using it to engage current
students, the respondent thinks this new method could also help them reach their
undergraduate audience better:
I would first of all say, I'm not any expert in [gamification] and we're just dabbling in it and trying to understand new ways we can reach and really interact with prospective students. But mostly, most of the social media or I'd say fun things we do, are targeted toward existing students. We haven't scratched the surface on this. I don't think we understand the term to be honest with you.
Respondent F is a Director of Student Activities from a large, private university in a
small town in Illinois. The respondent believes they are slightly familiar with
gamification since hearing about it by word of mouth about two to three years ago:
Well, I'm a little bit familiar with the word. It has come up in conversation here just in our division of student services. Our director of admissions has also alluded to this term before. I think we're really trying to increase our reach to students through some of these, what I'll call game-like elements, to encourage students to participate, to follow through and not just show up at an event, but then stay at an event and so forth. So I know enough about it, probably just enough to be dangerous about it. Respondent A is an Admissions Counselor from a small, public HE institution in a
small town in Missouri. The respondent is moderately familiar with gamification after
reading an article about it one to two years ago. They stated that within the last year, their
institution has been moderately success in reaching their undergraduate audience. According
to the respondent, the use of rewards, (e.g. t-shirts, water bottles) for social media check-ins
48
for camps events was reactionary to what others were already doing. The respondent goes on
to say gamification has started to be integrated because of a new social media strategy.
Respondent A also believed the decision to use gamification was due to the fact that
goals for social media changed:
We have changed our factors of what we would consider successful. Originally we were trying to earn more “likes” and simply gain more followers and realized that that doesn't necessarily mean more people are sharing or are necessarily interested in our content. More recently there’s been more focus on gaining greater engagement. So, trying to get people interested and involved with social media at [our university] -- essentially more interaction than just blanket “likes” or followers.
Respondent F, the Director of Student Activities from a large, private university in a
small town in Illinois, indicated their institution has been moderately successful reaching
their undergraduate audience. The respondent sees an advantage to using gamification and
thinks they “need to meet the students where they are. For many students this may be a way
to connect with them when they're not paying attention through a lot of our other means of
marketing and communication.”
Respondent E is Marketing Specialist from a large, public HE institution in suburban
Illinois and is moderately familiar with gamification. They read an article about gamification
two to three years ago. The respondent also believes gamification is a way to better reach the
undergraduate students since they are “trying to find ways to stay with the current times.”
The respondent also stated that their institution integrates gamification with social media
because students are heavily monitoring sites like Twitter so it’s important to try and find
ways to stay in that area and keep them engaged.
Persuasion stage: Six of the respondents indicated they were using some form of
gamification at their HE institutions and also indicated game elements such as giveaways,
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interactive checklists, trivia, contests, rewards were used in person as well as on social media
platforms.
Respondent G thinks gamification adoption can help to get the audience’s
attention:
I think the biggest thing is capturing an audience. And I really do believe, the more you capture and audience, the more you get people involved and get people excited about buying into your university, the more successful anything is. That's kind of what got us to that point.
Decision stage. Several of the respondents were trying gamification on a trial basis.
Most of these respondents used a collective innovation-decision. Respondent B and C used
an authority innovation-decision process.
Respondents A, D, E, and F all work with small groups of colleagues and student
workers to brainstorm ideas as well as how to implement those ideas. Respondent A stated
that at their institution, they have a couple of working committees that meet regularly to
bounce ideas off of each other as well as “hash things out before approaching leadership for
things like budget.”
Respondent A, the Admission Counselor from a small, public HE institution in a
small town in Missouri, has created with a gamification idea that he would like to try for
campus events. The respondent would like to take a random picture on campus and send out
clues via social media. Students that found his location would get a reward such as college
apparel. The respondent also stated that he had the freedom to pursue these ideas, but not
necessarily the time to do. Since there is not a specific position (such as a social media
manager) at the their institution, it would probably be his responsibility to implement
gamification. The respondent explained that if they were to go down that road and decide it
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was something they wanted to do, and the project was delegated to him, it would end up
being on his timeframe to put it together.
The respondent also goes on to say that it would take a change in the organization structure
in order to get gamification fully adopted:
I think at a certain point it becomes not necessarily about wants, it's more about how can we man it? - especially if our competitors are doing [gamification] and they are seeing insane amounts of engagement. But we don't have a dedicated position. We can't do it the way we're functioning now. There needs to sort of an institutional change in the direction of what that position is able to do and then from and increase it since it would be somebody's day-to-day job. Although there is a virtual tour on their institution’s website, Respondent G stated
that to truly move toward gamification adoption, you have to have leadership with right
mindset:
The biggest thing with gamification is that it is very new. I think it takes an innovative thinker to really be able to move forward and say, “Okay. We're going to do this.” And then everyone else kind of jumps on the bandwagon. I don't know of any administrator yet that has really said this for sure.
Respondent B believes the reason gamification is being used at their HE institution is
because they wanted to connect more with their target audience:
I think that ultimately gamification can provide greater expansion for us in that student relationship. I felt like we spoke a lot to our parent audience, but we really weren't pulling in our student audience. So we've already increased our more direct communications to the students in a way that they can understand. Instead of just a plain email, there's a branded email with an embedded quiz with some type of prize. They get a better perception and a better relationship with the university, which you know encourages in them in multiple ways that they might come to the university, then great, but more importantly, they become a brand champion. They encourage their friends to take part of it. They're now wearing the apparel and getting our message out there.
Respondent F believes trying gamification is a way to reach some students and it’s
“just part of that larger dynamic. Not everybody is going to respond to this, but potentially
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there are students who would be. And you have to get out there and see what's it's like and try
and know that you're only going to be successful with some.”
Respondent B, the Program Director at a large, private HE institution in urban
Missouri, does not like to use the term gamification at their institution:
What I like to say instead of the word gamification is the word stickiness. It's the idea that even before someone makes a decision in terms of a college, before they even get to a campus, they already have in their mind an idea of what [our university] means. They have perception of [us] because they've encountered us. They've either heard about us. They've looked us up online and played with our website and got drawn into it and liked what they saw.
Respondent C, the Director of Communications and Marketing from a large, public
HE institution in Missouri, is currently using Merit software™ to motivate current students
with digital badges throughout the academic year. This software program creates merit pages
for students that allows for them to share their accomplishments at the same time creating
brand awareness for the university.
We use this software call Merit software™ to help us. When you get admitted, it sends a press release to your hometown newspaper. Then, we also send you a badge with our [mascot] on it you can post to Facebook. Then students share it with their parents and their family and all of the sudden the brand gets shared all over the place. So once they're here you know there's all kinds of different awards they get like being on the Dean’s list. The respondent goes on to say that utilizing gamification for current students may
have the potential to entice prospective students that may visit the Facebook page. The
respondent also would like to see gamification be used to engage high school students who
come on campus to learn about the institution on prospective student visits.
Students seem to like Merit. It's a pretty interesting program. We've done a little bit of that for prospective students. They seem to like it. They like to share successes even if they haven't even enrolled here yet. So there's ways that we've tried to tap into that mindset and we haven't done everything we can with that software yet, but it's really seems to be powerful.
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The respondent also goes on to say that the potential for their brand to reach other students is
increase with using Merit software™:
Think about it, once they share it with their fans, it just explodes. Mostly their parents want to share it you know what I mean. And the newspapers get it and then the little local paper and all of the sudden you start to getting more students from those towns. Now we haven't had ton of data yet, we've only been doing it for a year. But we have found that once they get out there and are aware of it, it starts to -the shares do increase quite a bit. I guess in a small way that's gamification.
The respondent thinks they “can do more and the admissions team would be open to
doing something with gamification on [prospective student] day.” Although they don’t know
what that would be, they think it would be a great place to start.
Implementation stage. Contrary to the survey, further investigation showed one
respondent has gone through the implementation stage. Respondent E, the Marketing
Specialist from a large, public HE institution in suburban Illinois, has had success running
several gamified social media campaigns. The respondent started on a small scale by utilizing
social media and gamification to get students involved at events. One social media challenge
involved trying to find the mascot during freshman orientation. Clues where sent via social
media channels along with a hashtag. At the end of the quest, the mascot was present for
students to have the chance to get their pictures taken with him.
A second social media campaign was implemented at another event. For this a student
asked a question with a certain hashtag via Twitter and stop by an information booth, they
received a prize. Also, all answers were put up on a big screen for everyone to see the Twitter
feed.
The respondent stated they also had success with another social media challenge
involving a pumpkin scavenger hunt. To find the pumpkins, students had to check the
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institution’s Facebook page. Although the scavenger hunt was for current students, it was so
successful that students were even calling in to get clues as well as providing feedback that
they wished there would have been more pumpkins to find. The respondent found this very
exciting.
Confirmation stage. Respondent E revealed they were in the confirmation stage. The
biggest success was a social media challenge involving their preview day for prospective
students. This was a “selfie” picture challenge on Twitter that also had its own. The
challenge was for students to take pictures of themselves during the day to share their
experience. This social media challenge was so successful; the hashtag was trending
nationally and locally on Twitter. The respondent contributes some of the success to getting
buy-in from the administration and has received a lot of positive feedback about the social
media campaign.
From virtual tours to mascot picture challenges, gamification adoption has helped
these HE institutions reach, engage, and motivate their prospective student audience. For a
summary of gamification techniques uncovered in this study, see Figure 5.
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Figure 5. Gamification in Higher Education Marketing and Recruiting
Gamified elements Interactive checklists Interactive maps University mobile applications Virtual tours Leaderboards Twitter feeds (used in public Q&A sessions) Rewards/Giveaways College apparel Rewards/Leveling up Merit Software™
Games/contests Social media contests using:
• Selfies • Hashtags
Scavenger hunts using:
• Mascot • Selfies • Hashtags
Trivia
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CHAPTER V
DISCUSSION, CONCLUSION, AND RECOMMENDATIONS
Discussion of Findings
The nature of gamification adoption in HE institution marketing and recruiting was
explored in this study. The results indicate that a slight majority of HE institutions are not yet
aware of gamification as a HE marketing technique. Since there is little evidence in the
scholarly literature for gamification and HE institution marketing and recruiting, this study
helped to shed some light on some on factors that lead to gamification adoption and will add
to the body of literature.
The results also indicate that, although some HE institutions are using gamified
elements, they are not aware of the gamification term, therefore, haven’t adopted or rejected
the innovation. However, it there might be several reasons for this
According to Rogers (1995) there are five stages that lead to either innovation
adoption or rejection. The purpose of this study was to determine where HE institutions were
in the decision process.
Research Question One What stage of the gamification innovation-decision process is the most dominant
among HE institutions?
According to Rogers, the innovation-decision process occurs when an individual goes
from first knowledge of an innovation to forming an opinion toward the innovation, to a
decision to adopt or reject, to implementation of the innovation, and to confirmation of this
decision (1995). All five stages (knowledge, persuasion, decision, implementation, and
confirmation) were observed from the survey and in-depth interviews.
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Data from the survey helped to answer the first research question. If considering the
term gamification only, the majority of the HE institutions are not yet even in the knowledge
stage, however, some of those individuals that were not familiar with the term were using
college apparel as rewards (Table 2). This could be due to the fact that some early adopters
prefer not to use the term in higher education. Two respondents believed the term was
confusing to the administrative staff. One being that the term gamification meant they had to
create a complex video game to add to the website for example, and the other being that the
term itself does not translate to an older generation. Therefore, HE institution professionals
may be using different terms to get approval.
Although it was evident that most of the HE institutions sampled in the Midwest were
in a pre-knowledge stage. A small percentage of respondents that were familiar with
gamification were in the knowledge. While in this stage, there are three kinds of knowledge
that individuals obtain: awareness-knowledge leads to how-to knowledge, and then
principles-knowledge (Rogers, 1995). Most of the HE institutions were just being exposed to
gamification by the survey questionnaire (awareness-knowledge). Others were aware of it,
but were seeking knowledge to understand how to use it at their institutions (how-to
knowledge). None of the respondents indicated wanting to know how gamification
functioned (principles-knowledge).
There was evidence that showed some HE institutions had awareness-knowledge that
motivated them individual to learn more. One example was Respondent C who was exposed
to the term gamification, but forgot about it until this survey questionnaire about gamification
was introduced. That respondent was motivated to learn more and then continued to the
persuasion stage onto the decision stage. Although currently using a gamified element for
current students, this respondent was inspired to perform a mental trial for how gamification
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could be utilized for reaching prospective undergraduate students. Finally, there was a
respondent that clearly wanted to know how gamification worked before trying it on a larger
scale.
Another theme that appeared was the dependence on social media channels. Although
some gamification adoption (trivia, scavenger hunts, contests) was being utilized in-person, it
relied heavily on social media for participation, communication, and recognition (check-ins,
announcements, leaderboards).
Research Question Two
Which elements of Rogers’ Diffusion of Innovations theory are factors for HE
institutions adopting or rejecting gamification as part of undergraduate student recruitment
marketing strategies?
Most of the four elements (innovation, communication channels, time, and social
system) were observed in more than one stage. Attributes of the innovation (relative
advantage, compatibility, complexity, trialability, and observability) itself seemed to be most
influential in the knowledge stage, persuasion stage, and decision stage (which leads directly
to adoption or rejection).
In general, HE institutions have not fully adopted gamification into their marketing
and recruiting strategies. One explanation for this is that they do not have a perceived need
for the innovation itself. Since the majority of the respondents indicated they were successful
at reaching their audience within the last year (Table 4), there was not a need to seek out
alternatives to what is already being done. The perceived relative advantage of gamification
would need to surpass the current methods being used. For example, one respondent was
deciding on gamification because their institution needed inexpensive marketing ideas.
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Another reason could be the complexity of the gamification term itself. One
respondent indicated that it is often hard to explain to someone who is not familiar with the
term. The respondent also believes there is a hindrance when administrators think
gamification means you have to create a complex, expensive video game. An innovation will
not be adopted if not “readily understood by most members of a social system” (Rogers,
1995, p. 16).
According to another respondent, gamification is not always compatible with the
higher education identity for individuals who might associate gamification with game shows
and carnivals. This incompatibility of gamification in this regard would require higher
education to change its values and norms for adoption (Rogers, 1995).
Observability seemed to be a main factor in gamification adoption. After seeing the
success on social media as well as getting positive feedback from students, Respondent E
decided to adopt gamification into further marketing efforts. Other respondents reported they
would like to see gamification work well at other HE institutions before trying it on a large
scale.
Communication channels and the social system played a key role in the knowledge
stage and the persuasion stage. As Rogers’ notes, “Individuals tend to expose themselves to
ideas that are in accordance with their interests, needs, and existing attitudes” (1995, p. 164).
The social system also played a role during the decision and implementation stage.
According to some respondents, implementing gamification cannot be added on to an
individual’s current job duties. There would need to be a position created specifically for
gamification, which would require institutional change.
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Conclusion This research introduced Rogers’ Diffusion of Innovations theory in order to examine
the current state of HE institutions marketing and recruiting as well as investigate whether
these institutions have adopted gamification as a marketing strategy.
Having identified many of the factors that influence adoption and rejection, it was
also important to examine factors in the innovation-decision process. The perception of an
innovation can greatly impact adoption. One reason gamification hasn’t been widely adopted,
may be due to the fact that some HE institutions’ current methods of communication (email,
social media, print, etc.) seem to be working for their marketing goals. The decision to use an
innovation usually starts with trying to replace or improve a current method or technology.
For an innovation to be adopted, the individual has to believe that the new concept or
technology will be even more successful than what they are already using. Therefore, unless
there is a perceived need, individuals do not seek out new information.
There is also a perceived level of complexity associated with gamification. Often
times, the term gamification is confused with a complicated or intricate video game. While
most HE institutions eventually adopted marketing techniques to help reach their audience,
integrating gamification may add a level of difficulty they are not ready to take on. It is also
import to note that gamification doesn’t require creating a complex game. Gamification can
be as simple as a having a contest for stopping by different booths at an event, given that the
purpose of gamification is to engage your audience and elicit some sort of desired behavior
by using a gamified element. If this definition starts to be more widely used, gamification
might be adopted at a faster rate.
Currently gamification is being used to create social media content for the sole
purpose of increasing engagement on social networking platforms. Although most HE
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institutions were quick to adopt social media, the responsibility of maintaining social media
was added on to counselors’ day-to-day duties for the most part. For gamification to be more
readily adopted, there may have to be changes to the organizational structure to allow for a
designated person to design, implement, confirm the use of gamification. This will be a large
feat, especially since historically the realm of higher education is often resistant to change.
Limitations As the results of this research are interpreted, limitations must be taken into account.
For this mixed method study, individuals were contacted to fill out an online survey and then
asked to participate in an in-depth interview to get a more profound understanding of their
gamification habits. Since a small, purposive sample of public and private HE institutions in
the Midwest was used, validity issues must be considered. For the quantitative segment of the
study, the responses from participants cannot be attributed to the general population. In
addition, the in-depth interviews gave insight into their department only.
Since this study used Rogers’ Diffusion of Innovations theory to examine adoption of
gamification, other factors such as budgets and where not considered. To understand more
about rejection, participants answered an open-ended question, If not currently using
gamification in your marketing and recruiting at your institution, what has been the major
influence for this decision?. Although responses varied, lack of funding was a major factor
for some HE institutions’ rejection of gamification.
Recommendations for Future Research This study explores the nature of gamification in HE institution marketing and
recruiting and points to social media marketing as an avenue for further research. Firstly,
further studies could analyze the effect current gamification adoption has on HE institution
61
social media platforms. I would recommend a qualitative study of fewer institutions that is
more in depth.
Secondly, in addition to comparing demographics of HE institution variables such as
type (public verses private) and budgets, future work could consider differences related to
organizational structure such as lack of marketing departments.
Thirdly, this research has explored only gamification adoption relying solely on
respondents’ opinions. By conducting a textual analysis, further studies could investigate
which HE institutions are using gamification throughout the undergraduate recruiting process
via email, print, websites, social media and high school visits as well as describe the content,
structure, and function of those messages.
Fourthly, further studies could also measure if prospective students are more
receptive to gamification marketing more than traditional marketing. Conducting focus
groups could provide rich detail that would be difficult to get in a survey questionnaire.
62
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APPENDIX A
Email for Pilot Study Subject Line: Quick question....
Hello,
Would you have 10 minutes to complete a short survey? I would really love to get your insight about higher education marketing and recruiting.
*This is part of a pilot study to help guide predetermined questions for larger research study.
Please note that names of participants will not be included in the main study. Any results used from this study will be kept entirely anonymous.
Thank you!
Layla
Please see form below and submit by 8:00 p.m. Tuesday, Sept. 16, 2014.
If you have trouble viewing or submitting this form, you can fill it out online:
https://docs.google.com/forms/d/1ESebx0LJi2eQgkyvhQYsJVh7A4YATjij_XohNkCn7e8/viewform?c=0&w=1&usp=mail_form_link
Questionnaire: Higher Education Marketing and Recruiting Thank you so much for your participation in this pilot study. Allow for about 10-15 minutes to complete the form below.
Please submit before 8:00 p.m. Tuesday, Sept. 16, 2014.
72
APPENDIX B
Questionnaire for Pilot Study
1. Name of your institution (Please include your school, department or center).
2. What is your role at your institution?
3. In the past year, have you (or your department) used scavenger hunts during campus
visits or events?
4. In the past year, have you (or your department) used trivia on your website or during
campus visits or events?
5. In the past year, have you conducted any contests and posted the winners on social
networking sites?
6. In the past year, did your website house any type of contest for prospective students?
7. In the past year, were prospective or admitted students rewarded stickers, badges, or
any kind of token for achieving a set goal?
8. In the past year, were prospective or admitted students given college apparel as a
reward for their participation during a campus event?
9. In the past year, have you given an interactive checklist to prospective or admitted
students?
10. Are you familiar with the term gamification?
11. In the past year, has your institution utilized a third-party gaming app such as Scvngr?
12. Would you be willing to participate in an longer questionnaire about the use of
gamification?
13. If "Yes," how did you learn of the term?
14. Would you be interested in learning about my final results?
73
15. PLEASE PROVIDE FEEDBACK: Is there anything else you would like to add?
(E.g. Could a question be worded differently?, Is a question and/or information
missing?, Would you like to comment further about an answer?, etc.)
16. Email:
74
APPENDIX C
Extra Questions from Pilot Study
1. What is your age?
2. Is gamification being used at your university?
3. In the past year, have you or your department conducted contests on social
networking sites?
4. What is the purpose/strategy for your social networking sites or posts?
5. Is there anything that students have to collect during events?
6. How do you get students excited about your rewards or giveaways?
7. Have you noticed any current behavior trends with the incoming class?
8. Are you struggling to reach/engage your target audience?
9. How have you used gamification to engage your audience?
10. Can you explain where you see gamification being integrated into your marketing and
recruiting efforts?
11. How long do you think it would take you to successfully integrate gamification into
your marketing?
12. Do you anticipate any barriers to using gamification?
13. How would you overcome those barriers?
14. What is the purpose/function of your website or webpage?
15. Do you know if your competitors are using gamification?
16. What is the main factor driving your gamification implementation?
75
APPENDIX D
Email for Main Study
Hello [Name],
My name is Layla Souers. I am conducting a survey on higher education marketing for my masters thesis at Southern Illinois University, Edwardsville, Illinois. I am targeting a select number of higher education professionals in the Midwest and thought you could provide some valuable insight regarding undergraduate recruitment. In my thesis, I will be addressing current barriers to enrollment while shedding light on trends in our region. The survey should only take approximately 5-‐10 minutes and will be done completely online.
Follow this link to the Survey: Take the Survey
Or copy and paste the URL below into your Internet browser: https://siue.co1.qualtrics.com/WRQualtricsSurveyEngine/?Q_SS=5is713NLxutBIJ7_2f80OuofWldcGfH&_=1
• Submit survey before 11:00 p.m. Friday, Oct. 24, 2014 (All participants will be registered for a chance to win a $25 Amazon gift card).
• Your answers are confidential and will only be used for the purpose of this study. • At the end of the survey, you can opt to receive my research findings via email as well as choose
to take part in an in-‐depth interview (I hope you are able to participate in that as well). • Your input will ultimately be contributing to a cutting-‐edge study about higher education
marketing and recruiting in the Midwest.
* Please note that names of participants will not be included in the study. Your answers are also confidential and will only be used for the purpose of the research study.
Thanks in advance for participating in my thesis survey. I look forward to sharing my findings with you. Please contact me if you have any questions or concerns.
Sincerely,
Layla A. Souers lsouers.siue.edu IRB No. 1410023
76
APPENDIX E
Survey Questionnaire Thanks in advance for taking this short survey. Please submit by 11:00 p.m. on Friday, Oct. 24. Q1 Name of your institution. Q2 What is your role at your institution? Q3 What is your age? m < 18 (1) m 18 - 20 (2) m 21 - 24 (3) m 25 - 34 (4) m 35 - 44 (5) m 45 - 54 (6) m 55 - 64 (7) m 65 - 74 (8) If < 18 Is Selected, Then Skip To End of Survey Q4 Approximately what percentage of your time is spent using each of the following to reach and/or engage prospective undergraduate students regularly?
More than
80% (1)
60 to 80% (2)
40 to 59% (3)
20 to 39% (4)
Less than
20% (5)
Less than
10% (6)
Not sure (7)
We do not use it to recruit students directly
(8) Print (1) m m m m m m m m
Email (2) m m m m m m m m
College fairs (4)
m m m m m m m m
Social media (5)
m m m m m m m m
Online/mobile ads (6)
m m m m m m m m
Other (Please
specify): (7) m m m m m m m m
Q5 In the past year, has your institution been successful at reaching your prospective undergraduate audience with your messages? m Not at all (1) m Not very successful (2) m Somewhat successful (3) m Moderately successful (4) m Very successful (5) m Not sure (6)
77
Q6 How are you, your department or your institution using the following to engage prospective or admitted undergraduate students? (Check all that apply):
In print (1) In email (2) College fairs (3)
Campus visits (4)
On university webpages
(5)
On social media
platforms (6)
Not sure (7)
Trivia (1) q q q q q q q
Contests (2)
q q q q q q q
Scavenger hunts (3)
q q q q q q q
Social media (7)
q q q q q q q
QR Codes (4)
q q q q q q q
Other (Please
specify): (5) q q q q q q q
Other (Please
specify): (6) q q q q q q q
78
Q7 To what extent are you, your department or your institution using the following to engage prospective or admitted undergraduate students? (Check all that apply):
Not at all (1) Rarely (2) Sometimes (3) Often (4) To a great
extent (5) Not sure (6)
Trivia (1) m m m m m m
Contests (2) m m m m m m
Scavenger hunts (3)
m m m m m m
Rewards (badges,
temporary tattoos, stickers, stamps,
tokens, etc.) (4)
m m m m m m
Interactive checklists (5)
m m m m m m
Giveaways (6)
m m m m m m
University mobile app with a game element (7)
m m m m m m
Third-party mobile
gaming apps (such as
Scvngr) (8)
m m m m m m
Third-party mobile apps
(such as Guidebook)
(9)
m m m m m m
m m m
Q8 Do prospective undergraduate students receive your institution's branded apparel as reward for completing a task during campus events? m Yes (1) m No (2) m Not sure (3)
79
Q9 Approximately how long have you, your department or institution encouraged prospective undergraduate students to participate in the following during campus tours or visits?
Never (1)
Less than a
year ago (2)
From 1 to less than 2 years
(3)
From 2 to less than 3 years
(4)
From 3 to less than 4 years
(5)
From 4 to less than 5 years
(6)
More than 5 years
(7)
Not sure (8)
Trivia (1) m m m m m m m m
Contests (2)
m m m m m m m m
Scavenger hunts (3)
m m m m m m m m
Social media (4)
m m m m m m m m
Other (Please specify):
(5)
m m m m m m m m
Other (Please specify):
(6)
m m m m m m m m
Q10 How familiar are you with the term gamification? m Not at all (1) m Slightly familiar (2) m Somewhat familiar (3) m Moderately familiar (4) m Very familiar (5) If Not at all Is Selected, Then Skip To Please provide any comments on factors... Q11 How did you first hear about gamification? m Read an article or book about it (1) m Professional conference (2) m Presentation on my campus (3) m Colleague/word of mouth (4) m Advertisement (5) m News story (6) m Social media (7) m Other (Please specify): (8) ____________________ Q12 Approximately when did you first hear about gamification? m Do not recall (1) m Less than a year ago (2) m From 1 to less than 2 years (3) m From 2 to less than 3 years (4) m From 3 to less than 4 years (5) m From 4 to less than 5 years (6) m More than 5 years (7)
80
Q13 What is your experience with the use of gamification in higher education marketing and recruiting efforts for undergraduate students? m Not aware of it (1) m I am aware of it, but would like to know more (2) m I have formed an opinion about it and have chosen NOT to use it at my institution (3) m I have formed an opinion about it and have chosen to use it at my institution (4) m It is currently in practice at my institution (5) m It has been used at my institution and is being evaluated (6) If I am aware of it, but would... Is Selected, Then Skip To If not currently using gamification i...If I have formed an opinion ab... Is Selected, Then Skip To If not currently using gamification i...If I have formed an opinion ab... Is Selected, Then Skip To Approximately how long have you used&...If It is currently in practice... Is Selected, Then Skip To Approximately how long have you used&...If I have no prior knowledge o... Is Selected, Then Skip To If not currently using gamification i...If It has been used at my inst... Is Selected, Then Skip To Approximately how long have you used&... Q20 If not currently using gamification in your marketing and recruiting at your institution, what has been the major influence for this decision? If If not currently using gami... Is Empty, Then Skip To Please provide any comments on factor...If If not currently using gami... Is Not Empty, Then Skip To Please provide any comments on factor... Q14 Approximately how long have you used gamification in your marketing and recruiting undergraduate efforts? m Do not recall (1) m Less than a year ago (2) m From 1 to less than 2 years (3) m From 2 to less than 3 years (4) m From 3 to less than 4 years (5) m From 4 to less than 5 years (6) m More than 5 years (7) Q15 What or who has been the main influence for utilizing gamification in your marketing and recruiting efforts? Q16 Did gamification help you reach your marketing and recruiting goals? m Not at all (1) m Slightly (2) m Somewhat (3) m Fairly well (4) m Very well (6) m Not sure (5) Q17 Please provide any comments on factors that impact your department or institutions' plans for marketing and recruiting in the future. Q21 Would you like me to email you my findings? m Yes (1) m No (2)
Q22 Would you be willing to participate in an in-depth phone interview to further discuss the use of gamification for about 30 minutes? (If yes, please provide your contact information below):
Name (First, Last): (1) Email: (2) Phone: (3) Best time/day to reach you: (4)
81
APPENDIX F
In-depth Interview Questions Introduction:
I want to thank you for taking the time to chat with me today and thanks for helping
out with the Qualtrics survey My name is Layla Souers, and I would like to talk to you about
gamification marketing at your higher education institution. This interview will provide
insight for my mass communication thesis.
The interview should take about thirty minutes. I will be audio recording the session
because I don’t want to miss any of your comments. Although I will be taking notes during
our session, I can’t possibly write fast enough to get it all down.
All responses will be kept confidential. This means that your interview responses will
only be accessible to me and I will ensure that any information I include in my thesis does
not identify you as the respondent. Remember, you do not have to talk about anything you
don’t want to and you may end the interview at any time.
Do you have questions so far about what I have explained?
Are you willing to participate in this interview and be recorded?
Questions
1. Name of Institution:
2. State:
3. Can you tell me how you learned of gamification?
4. Please describe how gamification is a part of your marketing strategy?
5. What game techniques do you use? Please name them individually.
6. Which of those games techniques would you consider key elements to reaching your
marketing goals?
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7. To what extent does using game techniques advance or hinder your marketing
objectives? Please explain.
8. What works well?
9. What would you do differently?
10. How many staff members are dedicated to this effort in your HE institution?
11. How long have you integrated gamification in your marketing strategy?
12. What would you recommend be sustained or increased? Please provide justification.
13. What needs to be discontinued?
14. What are some barriers to gamification if any, that you encountered? Lack of
administrative support? Lack of technical assistance or know how from staff?
15. How did you overcome the barriers?
16. How much activity takes place on game techniques?
17. What effect, if any, do you feel gamification has had on the community in which you
work? Increased awareness from prospective students? Increased knowledge of
institution as a whole?
18. How likely are you to share what you know about gamification?
19. How would you inform others of gamification?
20. Is there anything more you’d like to add?
I’ll be analyzing the information you and others gave me and submitting my final results to
my thesis committee at the beginning of December 2014. I’ll be happy to send you a copy to
review at that time, if you are interested. Thank you for your time.