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Spelifierings påverkan på motivation för fysisk aktivitet med utgångspunkt från Bartles taxonomi / Gamifications’ influence on motivation to physical activity with benchmark of Bartle’s taxonomyHagelin, Fredrik, Knutsson, Mikael January 2015 (has links)
To encourage and increase the motivation to physical activity by using new information and communication technology, in order to change our behaviours into a more healthy lifestyle, could be one approach to promote public health. In our study we examine how gamification, which is about implementing classical game design elements from the computer world in a non-gaming context, can be a tool to increase the motivation for physical activity. Since similar studies already have been done we chose to focus on analyzing how different player types from Bartle’s taxonomy can be affected by the usage of a gamification application. A group of students were therefore picked and during a two weeks’ period they used the application Fitocracy where they logged their daily excercise. After these weeks’ we compiled a result, asked questions about motivation and how it was affected by the usage of gamification. The results from our study indicates that gamification is a strong motivational element to an increased physical activity for those who usually don’t exercise a lot. On the other hand, those who exercise on a regular basis aren’t in the same need of implementing gamification as a tool to increase their physical activity. The player type named Achiever, the ones who do physical activity in order to accomplish their goals, is the group of people that gamification turned out to have the biggest impact on and among these the motivation increased most. / Att uppmuntra och öka motivationen till fysisk aktivitet genom att använda ny information- och kommunikationsteknik, för att på så sätt förändra våra beteenden till en mer hälsosam livsstil, kan vara ett tillvägagångssätt för att främja folkhälsan. I vår studie har vi undersökt hur spelifiering, vilket handlar om att implementera klassiska element och mekanismer från dator- och tv-spelsvärlden i ett sammanhang som icke är relaterat till spel, kan öka motivationen till en ökad fysisk aktivitet. Då liknande undersökningar redan bedrivits valde vi att fördjupa oss på att analysera hur spelartyper hämtade från Bartles taxonomi påverkades av användandet av en spelifieringsapplikation. En grupp studenter valdes därför ut och fick under en två veckor lång testperiod använda applikationen Fitocracy där de loggförde sin träning. Efter 2 veckor sammanställde vi resultatet och frågade hur motivation och dylikt hade påverkats av spelifiering. Resultaten från vår undersökning visar att spelifiering är en st ark motivationsfaktor till ökad fysisk aktivitet för de som tidigare inte utförde en hög grad av fysiska aktiviteter. De som däremot tränar regelbundet visar sig inte vara i samma behov av att implementera spelifiering som redskap i syfte att öka träningsmängden. Spelartypen Achievers, det vill säga de som tränar i syfte att uppnå utsatta mål, är den gruppen som visade sig ha störst nytta av spelifiering och det var bland dessa motivationen ökade mest.
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Gamified Citizen Science : A Study of Expert Users in the Field of BiodiversityHolmgren, Sebastian January 2020 (has links)
In previous research, researchers have looked into different gamified applications of citizen science such as fold.it, Zooniverse and Happy Moths. However, the users and participants of these studies are often on different skill levels, or beginners in the field. In this study, 10 expert users who submit their findings of species to Artdatabanken, an organisation that works in the field of biodiversity, were interviewed to find out their motivations for reporting their findings. This was done with the goal of finding what type of gamification that might suit these expert users to increase the quality of the data submitted through Artportalen, together with any obstacles that might hinder it. Through a latent thematic analysis and comparing the themes to Bartle’s Taxonomy of Players, the results show that these users were mainly of the types ‘achiever’ and ‘socialiser’. The answers were also compared to the theory of intrinsic and extrinsic motivation, which showed that the users are mainly reporting because of extrinsic motivation. While this supports the implementation of gamification there were things that would rather be solved by increasing usability.
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