Resumo:
Survey over the years have become a practical and common way of collecting data using
software for the most diverse purposes. Participation in Survey can be considered a
phenomenon in which collaborative systems can be applied, since these systems are designed
to allow people to communicate and work together in a shared space. In this approach, the
survey can be considered as an instrument that operationalizes the cooperation between a
research requester and the respondent. However, participation in Survey, regardless of the
modality, is greatly influenced by the lack of engagement of the participants. Gamification,
which is defined as the use of game elements and characteristics in non-game contexts, has been
considered an approach to increase engagement and encourage participation in Survey. Thus,
the objective of this dissertation was to investigate how gamification can be used as a
motivational factor to stimulate engagement in Survey. The methodology of this work was
defined based on the epistemological paradigm Design Science Research (DSR), which was
used to carry out two research and two artifacts were developed, the Collaborative Engagement
Model and the Opina Aí application. The artifacts were evaluated in two experiments in which
two versions of the application were compared, gamified and non-gamified versions. Although
the results regarding the impact of gamification on engagement have not been conclusive, this
work can expand knowledge and support future studies in contexts where participation can be
exercised collaboratively and provide guidance on the use of gamification in Survey.