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Spelifiering : En fallstudie med fokus på framställning och slutgiltigt värde / Gamification : A case study with focus on production and final valueAndersson, Leo, Sjöberg, Gustav January 2014 (has links)
This bachelor thesis is an exploratory investigation about the phenomenon 'Gamification', which by some definitions is about implementing game elements into non-game contexts. For example exercise services as Runkeeper and Nike Plus who both are available on android and iOS platforms. This study is mainly about the potential value of gamified systems and services for companies and its users and how such a system or service is developed. The thesis also discusses the development aspect of gamified systems in order to give the reader a more ‘in depth’ understanding about the phenomenon. This has been achieved by visiting businesses, by studying marketing – and motivational theories and then connect those theories to the theory about gamification. After this case study have we been able to draw the conclusion that an essential part of gamification is the occurrence of real time calculations and game elements. This means that high demands are put on the developer who has to have good knowledge about the different game elements and when these elements are applicable. The system architect has to work with the other developers in order to be able to pick the best software and hardware that can meet the demands of the service. Fast calculations and high performance are critical factors to be able to offer a good experience to the users of the service. We have also been able to conclude that the guests that has been using the service MySkiStar has become more active in their skiing. Exactly what types of business and customer values MySkiStar as a gamified service has generated is not possible to specify. The reason for this is that SkiStar has not done any follow up in order to map the different areas that we have been interested in. The final value of such a service is therefore merely based on speculations until an investigation has been done to map the value.
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Gamification som möjliggörare för att motivera användare av system för tillverkningsindustrin / Gamification as an enabler to motivate users of systems for the manufacturing industryEdkvist, Robin January 2015 (has links)
Gamification är en strategi som använder spelmekanismer och spelkomponenter för att skapa motivation och engagemang hos användare av olika typer av system. Denna studie syftar till att undersöka om gamification kan användas för att motivera användare av system för tillverkningsindustrin. Studien har genomförts med en initial litteraturstudie och kvalitativa intervjuer med experter inom gamification samt utveckling av system för tillverkningsindustrin. Intervjufrågor har därefter ställts mot tidigare genomförd forskning, för att identifiera möjliga resultat. Resultatet av denna studie visar att spelmekanismer och spelkomponenter skulle kunna användas i ett system för tillverkningsindustrin, förutsatt att det finns ett tydligt affärsmål, mätbar och användbar data samt identifierade drivkrafter hos organisationens maskinoperatörer. Vidare har ett antal punkter identifierats som kan vara motiverande för en användare av system för tillverkningsindustrin: Möjlighet för operatörerna att följa utvecklingen i sitt expertområde Kartläggning av operatörernas drivkrafter, vilken därefter används för att förbättra operatörernas arbetssituation, med exempelvis mer givande uppgifter Belöningar som utdelas är matchade mot operatörernas preferenser, med syfte att vara mer effektiva som motivationsskapare
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The impact of gamification on intrinsic motivation : An experimental study of administrative tasksRanz, Manuel January 2015 (has links)
Gamification could be a solution to make office work more productive by in- creasing the intrinsic motivation of employees. Currently, little research exists on gamification in connection to administrative tasks. In literature the im- portance of designing gamified tasks to the target group is stressed. This study explores in an experiment the impact of gamification on intrinsic motivation while conducting basic administrative tasks, as well as differences between age groups. The qualitative analysis of the experiment (n = 32) reveals indications that gamification triggers positive emotions, a higher engagement and creativi- ty. Using a mixed methods approach, the indications from the qualitative anal- ysis could not be proven quantitatively with a statistical significance. The re- sults further suggest, that people over 35 years tend to perceive gamification more extreme than younger ones, leading to either high intrinsic motivation or alienation.
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Gamification och dess fallgropar : Mer än det som finns på ytan / Gamification and its pitfalls : More than meets the eyeNygren, Marcus January 2014 (has links)
Gamification innebär att spelmekanismer och speltänk används för att engagera och motivera användare till att lösa problem. Ämnet slog igenom under slutet av 2010 och Gartner förutspådde 2011 att över 70 % av, de dåvarande, största företagen i världen kommer att använda sig av åtminstone en gamifierad lösning innan 2014. Vissa har även jämfört gamification som motivationskälla med sex och våld, eller hotet om våld, något som visar på hur starkt det användarengagemang som kan utvinnas ur användande av en gamifierad lösning är men det krävs att användaren känner någon form av extern eller intern motivation till att utföra aktiviteten för att användningen av den gamifierade lösningen ska kunna motivera honom eller henne. Syftet med denna kandidatuppsats inom informatik är att den ska presentera begreppet gamification och vad det används till för läsaren och de fallgropar som utvecklare bör undvika för att den gamifierade lösningen inte äter upp företagets tid och resurser. Det tillvägagångssätt som anammats under arbetet är ett kvalitativ sådant där intervjuer har använts som primärkällor samt att analys av dokument har använts som sekundärkällor. Dessa två källtyper har lett till att gamification och dess syfte har definierats och att fallgropar för utvecklare har upptäckts. I samband med de spelmekanismer som används vid gamification har många paralleller dragits till spelvärlden för att lättare kunna bistå med konkreta exempel till läsaren. Den största upptäckten som har gjorts är de elva fallgropar som har identifierats utifrån analys av såväl teori som empiri. De visar bland annat hur viktigt det är för utvecklarna att alltid presentera användare med nya utmaningar och att den gamifierade lösningen måste appliceras på ett system där tillräcklig mätdata levereras för att säkerhetsställa att gamifieringen kan fortsätta att utvecklas tillsammans med användarna. Utöver de identifierade fallgroparna har även gamification beskrivits i uppsatsens slutsatser.
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Levelling Up : A study on gamification and feedback use by Englishteachers in Swedish upper secondary schoolMalmberg, Emilia January 2018 (has links)
Gamification is a topic that most people assume has something to do with playing video games in the classroom. The aim of this thesis is to discuss how Swedish EFL teachers work with feedback in upper secondary school, what they know about gamification and how gamification and feedback might be related. Four teachers participated in the semi-structured interviews. The results showed that teachers work with formative assessment to a great extent during the year and more with summative feedback at the end. Firstly, the feedback that the teachers gave pupils was both in written and oral production and the feedback itself could also be written and spoken. Secondly, the study showed that gamification and feedback might be related because they can both increase motivation and language development. Finally, the teachers did not know much about gamification, but the study showed that the idea of gamification was being used by teachers. The most commonly used gamified tools used by these teachers were online programs, feedback and rewards.
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Talent management ve vybrané společnosti / Talent Management in Selected CompanyŠimonová, Lucie January 2015 (has links)
This master’s thesis is focused on Talent management. First part is devoted to theoretical knowledge which includes description of basic terms like „talent”, „Talent management” or „motivation”. The practical part which uses these findings is processed in collaboration with a selected company interested in talent management implementation.
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Effects of secure priming and performance feedback on creativityWestling, Magnus January 2017 (has links)
The present study assessed the effects of secure priming, referring to attachment security and a sense that the world is safe, and performance feedback on people’s creativity. It was hypothesized that the induced positive mood and motivation would redistribute resources away from self-protection towards self-worthiness and a more exploratory mind- set, enabling curiosity, expansive reasoning and creativity. 92 psychology students completed an online experiment with factorial design, followed by assessments of cognitive ability and attachment style. Results provided a significant correlation between cognitive ability and creativity, a close to significant difference in creativity between secure and dismissing attachment, but no significant effects of secure priming or gamification. Methodological limitations that may have reduced the strength of the conditions and the likelihood of detecting significant effects were discussed.
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Gamification, interdependence, and the moderating effect of personality on performanceStar, K. January 2015 (has links)
Because of their seemingly universal appeal, game elements such as points, goals and leaderboards, are increasingly being incorporated into non-entertainment situations with the aim of increasing user performance. This process is referred to as gamification. However, little empirical research exists on gamification’s effectiveness in enhancing performance, particularly with respect to moderating influence of user personality traits. Social gamification that involves more than one participant incorporates social interdependence, which takes form as negative interdependence (competitive in nature) or positive interdependence (cooperative in nature). Based on the hypothesis that the interdependence type underlying a gamification system would appeal to differing personality traits, this study reports a quasi-experiment involving a platform designed to manipulate participant interdependence structure among cooperation, competition, and neutrality, with the latter acting as the control condition. These three interdependence structures functioned as the experiment’s independent variable, with measures of participant performance as dependent variables, together with the participant personality traits assessed using the five factor model of personality acting as moderating variables. 294 undergraduate participants worked with the platform on a voluntary basis over an eight-week period, spending 38,180 minutes and performing 3,275 actions. At the conclusion of the experiment, the data collected were analysed using Kruskal-Wallis, ANOVAs, multilevel mixed method regression models, and a generalised estimating equation. The study’s results yield significant evidence that incorporating gamification in the experimental platform increases participant performance as measured by completed actions on the platform, and that participant personality traits moderated performance depending on interdependence structure. Significant results suggest that within the gamified platform, Extraversion positively moderates performance under competition and Openness positively moderates performance under cooperation.
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Gamification : The influence of gamification on the consumer purchase intentionMucollari, Lorela, Samokhin, Vasily January 2017 (has links)
Gamification is the new strategy that is applied in different areas from healthcare to the education, it is gaining a lot of popularity. Gamification is applied also in the online retailing, for trying to influence the consumer behavior. In this research paper Steam is going to be taken as a case study, since the platform is gamified. The aim of the study is to understand how gamification can influence the consumer behavior in the online retailing. As a main theoretical framework, the Fogg behavioral model. The main variables of the model are motivation, ability and trigger. In specific how the gamification can prompt the human motivation. In order to answer to the research question qualitative and quantitative research has been conducted. The qualitative research was conducted by interviewing users of the platform. While the quantitative research was conducted using a survey. The interviews and the regression model showed that extrinsic and intrinsic motivation play an important role in influencing the purchase intention of the users. According to our findings gamification influence the purchase intention by prompting the motivation of the users and at the same time also ability does influence positively the purchase intention.
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Gamifikace a její využití při designu služeb / Gamification and its role within service design processLaky, Jan January 2015 (has links)
The work deals with the term Gamification, its origin, dez/interpretation and possible future. Gamification is based on game/play and its historical development, which is described in the work from ancient times to the era of computers. This brings us to the relationship between gamification and digital technologies that can develop its true potential. Goal of the practical part is to develop own gamified solution based on identified principles of gamification. Actual creative process is preceded by an analytical part where I try to identify a niche market and fill it.
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