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Question 184

Gamified Employee Wellness Initiative

Researchers wanted to investigate the impact of a new gamified employee wellness application on physical activity and social support among remote software development teams.

Initially, employees worked in their standard home-office setups with no structured wellness program. At a later date, the company introduced a mobile application that awarded points and virtual badges for physical steps completed and social milestones reached. The researchers monitored employee behaviors during both phases.

The researchers recorded two types of behavior:

  • Physical activity was measured using synchronized wearable smartwatches that recorded the daily duration (in minutes) of moderate-to-vigorous physical activity (MVPA).
  • Virtual peer support was measured quantitatively by counting the total number of encouraging comments and "high-fives" sent through the application's community feed.

Explain one strength and one weakness of using quantitative data in this employee wellness study.

[4]
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Methods Questions

  1. A Level
  2. /Psychology
  3. /Methods

Practise Edexcel A Level Psychology Methods with exam-style questions for A Level Psychology. 638 questions, matched to the Edexcel A Level Psychology (9PS0) specification and written in Paper 1, Paper 2 and Paper 3 style. Every question includes a full worked solution and mark scheme, so you can see where marks are awarded rather than just whether you got the answer right.

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