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The Future of Online Panels
             Annamaria Perchiazzi
The Future of Online Panels

  Contents
∗Current Context
∗Online Research
∗Next Generation
∗The Empowered Consumer
∗Improvement Through Gamification 1, 2 & 3
∗Social Media
∗Traditional Online Panels
∗Conclusion
Online Panels Current Context

∗   Astonishing growth
∗   Reduced data collection costs
∗   2.5 billion people use the internet
∗   Research industry keen to explore new ways to interact with users
∗   High uptake of online platforms
∗   New ways of accessing and profiling respondents
Online Research

 ∗   Blogs
 ∗   Social Media
 ∗   Listening Platforms
 ∗   Online Panels
 ∗   Communities
 ∗   Online Surveys
Online Panels Next Generation

The 65th ESOMAR Congress

∗Mobile Technology Suppliers
∗Mobile Research
∗Gamification
∗Greater engagement through Empowerment
∗Google and Facebook
The Empowered Consumer



•Consumer and brand are increasingly symbiotic
•Consumer no longer passively digests information
•Takes an active role in continually evolving web
•Requires user generated, shared and compared information
•Expects tools to generate and publish their opinions
Improvement Through Gamification 1

A year long study 5,000 respondents six major organizations

Gaming techniques can be used to improve the quality of feedback from
online research

  1. Respondents were allocated to different groups, each answering
      questions, identical in topic, but differently phrased

  2. Respondents were asked “Where would you like to go on holiday? “

  3. Others were invited to imagine that they had to publish a magazine
      offering holiday recommendations

  4. There was three times as much feedback to the more engaging or
      emotional questions
Improvement Through Gamification 2


 Rules can transform a mundane task into a game


 1.A standard question such as “describe yourself” had on average 2.4
 comments and 85% of respondents answered

 2.When asked "describe yourself in exactly seven words" the feedback
 increased to 4.5 and the response rate rose to 98%
Improvement Through Gamification?
3


     Improved Quality of Results

 1.Respondents generate higher response rates
 2.Respondents generate higher enjoyment scores for Non-Standard
 questions
 3.Respondents spend more time answering Non-Standard questions
 4.Respondents provide a greater quantity of responses to N.S. questions
 5.Respondents provide greater quality of insight to N.S. questions.
 6.Online studies will be improved to allow for more emotional, ‘game-like’
 questions to obtain a higher engagement and greater response rate
Social Media & Online Panels


∗   Facebook and Linkedin’s user bases provide massive reach
∗   Make sample recruitment both feasible and cost-effective
∗   Users can be targeted on their profile and behavioural data
∗   Users can be reached on multiple devices through a single platform
∗   Facebook sample is recruited from a single source
∗   Panel companies have more control over who they invite
∗   Provides an opportunity to engage users in a comfortable environment
∗   Profile data use to target survey invites could be extremely insightful
Traditional Online Panels


∗Online panels are a broadly sourced collection of engaged survey-
takers
∗Online panelists are motivated and willing to participate
∗Online panelists are vetted, profiled and screened for attitudes and
behaviours
∗Online panels provide niche populations that are in demand but
available in a limited supply
Conclusion


∗Panelist’s online activity must be entertaining & engaging
∗Online panels should enable individuals to voice their opinions and compare
others
∗Social Media will define a future generation of research panels
∗New approaches should be considered as complimentary methods and
applied where appropriate
∗In the same way that telephone research is still widely used one could argue
that online panels will continue to be essential
Thanks for listening
Any Questions?

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The future of online panels

  • 1. The Future of Online Panels Annamaria Perchiazzi
  • 2. The Future of Online Panels Contents ∗Current Context ∗Online Research ∗Next Generation ∗The Empowered Consumer ∗Improvement Through Gamification 1, 2 & 3 ∗Social Media ∗Traditional Online Panels ∗Conclusion
  • 3. Online Panels Current Context ∗ Astonishing growth ∗ Reduced data collection costs ∗ 2.5 billion people use the internet ∗ Research industry keen to explore new ways to interact with users ∗ High uptake of online platforms ∗ New ways of accessing and profiling respondents
  • 4. Online Research ∗ Blogs ∗ Social Media ∗ Listening Platforms ∗ Online Panels ∗ Communities ∗ Online Surveys
  • 5. Online Panels Next Generation The 65th ESOMAR Congress ∗Mobile Technology Suppliers ∗Mobile Research ∗Gamification ∗Greater engagement through Empowerment ∗Google and Facebook
  • 6. The Empowered Consumer •Consumer and brand are increasingly symbiotic •Consumer no longer passively digests information •Takes an active role in continually evolving web •Requires user generated, shared and compared information •Expects tools to generate and publish their opinions
  • 7. Improvement Through Gamification 1 A year long study 5,000 respondents six major organizations Gaming techniques can be used to improve the quality of feedback from online research 1. Respondents were allocated to different groups, each answering questions, identical in topic, but differently phrased 2. Respondents were asked “Where would you like to go on holiday? “ 3. Others were invited to imagine that they had to publish a magazine offering holiday recommendations 4. There was three times as much feedback to the more engaging or emotional questions
  • 8. Improvement Through Gamification 2 Rules can transform a mundane task into a game 1.A standard question such as “describe yourself” had on average 2.4 comments and 85% of respondents answered 2.When asked "describe yourself in exactly seven words" the feedback increased to 4.5 and the response rate rose to 98%
  • 9. Improvement Through Gamification? 3 Improved Quality of Results 1.Respondents generate higher response rates 2.Respondents generate higher enjoyment scores for Non-Standard questions 3.Respondents spend more time answering Non-Standard questions 4.Respondents provide a greater quantity of responses to N.S. questions 5.Respondents provide greater quality of insight to N.S. questions. 6.Online studies will be improved to allow for more emotional, ‘game-like’ questions to obtain a higher engagement and greater response rate
  • 10. Social Media & Online Panels ∗ Facebook and Linkedin’s user bases provide massive reach ∗ Make sample recruitment both feasible and cost-effective ∗ Users can be targeted on their profile and behavioural data ∗ Users can be reached on multiple devices through a single platform ∗ Facebook sample is recruited from a single source ∗ Panel companies have more control over who they invite ∗ Provides an opportunity to engage users in a comfortable environment ∗ Profile data use to target survey invites could be extremely insightful
  • 11. Traditional Online Panels ∗Online panels are a broadly sourced collection of engaged survey- takers ∗Online panelists are motivated and willing to participate ∗Online panelists are vetted, profiled and screened for attitudes and behaviours ∗Online panels provide niche populations that are in demand but available in a limited supply
  • 12. Conclusion ∗Panelist’s online activity must be entertaining & engaging ∗Online panels should enable individuals to voice their opinions and compare others ∗Social Media will define a future generation of research panels ∗New approaches should be considered as complimentary methods and applied where appropriate ∗In the same way that telephone research is still widely used one could argue that online panels will continue to be essential

Notas del editor

  1. The online research market
  2. The landscape of online research is changing to adapt and meet the need’s of today ‘s consumers. With the advancement of platforms such as communities, social media, blogs, people have a place to congregate online and share their opinions.
  3. One of the downsides of the exponential growth in the number of panels and surveys created in such a short period of time is the over-solicitation of panelists and declining of response rates to surveys. n this competitive landscape what are the most valuable assets of a panel company? Retention Engagement
  4. The spread of Web based technologies has seen the evolution of an ‘empowered’ consumer. e.g. sharing opinion with a lively online community with similar interests Creates a poll, survey or discussion
  5. Sony Music, Allianz Insurance, AMS, Heinz, Kimberly Clark and Mintel Research EngageResrach