Gamification as a tool to gather behavioral insights and data
Previously the China CO hosted roundtable discussions and published a whitepaper on UBI with academics and experts in the field. To build on this foundation and continue the study, we needed the views and insights from the people this policy could benefit.
This is no simple task, especially to get a representative sample size. To tackle this issue, we decided to gamify the survey. Running parallel rounds of survey, both gamification and traditional door-to-door. We obtained focused results as well as broader (and optimistically more inclusive) participation. This provided us the means to access more of the population through something that felt like an interactive mobile game instead of a “bland” survey. In the game you can choose different activities for your characters on randomized events. The game was played by 4400 people in 1 week, with close to 1000 people filling out their personal demographic data, which was optional. This was without publicizing the game.
Results and the path ahead
Now that the survey has been completed and the data is being analyzed, we are delving into the results and formulating our conclusions. If successful, this new modality of conducting gamified surveys could prove useful for other areas of study, adding to our toolkit for providing effective policy recommendations. One thing is already certain: behavioral insights are an essential element to guide foresight and policy making. This study for the first time has used behavioral insights explicitly to gain insights on UBI in China, and perhaps in the world.
Authored by Mr. Devanand Ramiah, UNDP Deputy Resident Representative in China