Gamification

Making data collection more fun



This project examines gamification as a methodological solution to long-standing challenges in research data collection, particularly issues of scale, participant diversity, and ecological validity. We use gamified approaches to embed experimental tasks within engaging interfaces that allow for large-scale data collection outside the laboratory. The project includes both a theoretical overview of gamified approaches in applied linguistics (Kim et al., 2024), and an empirical implementation using an accent identification game in North East England (Li et al., 2026). Together, these studies evaluate whether gamification can function as a valid experimental paradigm for linguistics research.

University project site: research.ncl.ac.uk/ne-accent-games
Think you know North East accents?

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Debriefing

Target answers for game questions, latest study results, and publications.



Festival of Social Science Event

Wey aye, man: Think you know a North-East accent when you hear one?

Discover Festival Event

Howay! Think you know a North-East accent when you hear one?

This project is funded by the Institute for Social Science, Newcastle University through a Pioneer Award to Dr. Cong Zhang.

Related articles:

  1. gamification
    Gamification in Phonetic Perception Data Collection: Accent Identification in North East England
    Yanyu Li, Damar Hoogland, Daniel Duncan, and Cong Zhang
    Linguistics Vanguard, 2026
  2. gamification
    Collecting Big Data Through Citizen Science: Gamification and Game-based Approaches to Data Collection in Applied Linguistics
    Yoolim Kim, Vita V Kogan, and Cong Zhang
    Applied Linguistics, 2024

    Related talks:

      1. gamification
        Gamifying phonetic data collection: an accent identification and attitude study
        Cong Zhang, Yanyu Li, and Damar Hoogland
        Colloquium of the British Association of Academic Phoneticians (BAAP 2024)
        Cardiff, UK, Mar 2024