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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
331

”I want to be free, and live my dreams” : Designing an interactive application to inform and support young women subject to honor-related pressure at home.

Anwar, Pakezea January 2023 (has links)
No description available.
332

From Pixels to Culture : Gamification and Extended Reality in the Modern Museum

Gkizis Chatziantoniou, Nikolaos January 2023 (has links)
This thesis aims to explore the theory, implementation, and critical aspects of gamification and extended reality employed within the cultural sector. More specifically the impact of gamification and virtualization on the information dissemination by the institutions and what it means for the visitor as well as the challenges that arise with the use of such technologies and potential points of criticism. The role of digitalization of memory institutions will be examined, with a focus on gamification/virtualization from both the museum’s professionals’ experiences and the visitors’ perspectives as well as the utilization of gamification and virtualization for the preservation of cultural heritage. The relevant data will be extracted using semi-structured interviews and conducting a literature study for five modes of virtualization and gamification. The thesis will conclude by summarizing the contribution of gamification and extended reality and highlight the benefits and challenges arising from the implementation of such elements. The main findings showcase that gamification and virtualization are not just generic additions to museum exhibitions, they signify the crossing towards a new type of learning while experiencing culture more critically and shifting the focus not only towards the visitor but also to a new type of visitor.
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333

The Impact of Gamification on User Engagement in a Secondhand E-commerce platform / Gamifications påverkan av Användarengagemang på en Secondhand e-handelsplattform

Dinh, Yen, Fogelberg, Maya January 2023 (has links)
Using game elements in a non-game context, called gamification, has grown popular recently and can be seen in education, health, and on e-commerce websites. In this thesis, the use of game elements, specifically badges is evaluated on a secondhand website. The gamification component is implemented in three steps: a paper prototype, a digital prototype, and an implementation in ReactJS. All iterations are iterated using Customer Relationship Management (CRM) with feedback from the client and with Lean UX. The game elements are evaluated using A/B testing and interviews with users from the A- and B tests.  The results show that gamification can have a positive, although small impact on user engagement on a secondhand website. It also shows that gamification can be incorporated to communicate the core values of the business. The A/B test indicated that there is room for improvement in the gamification component, specifically by more clearly showing that badges are clickable and by adding an explanation of how they can be achieved. These improvements would likely contribute to a better user experience and could increase user engagement with the gamification component.
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334

Unlocking the Battle Pass: Broadening the Scope of Video Game Gamification

Sowole, Melinda January 2023 (has links)
While gamification has been extensively studied in specific fields, such as education and health, its application in other domains remains understudied. This thesis explores how battle passes, a common gamification system found in video games, are implemented and examines their potential challenges and limitations within and beyond video games. The study adopted a mixed-methods research approach, gathering qualitative and quantitative data through a survey designed to inquire battle pass users about how they use and are affected by the battle pass systems in Apex Legends, Destiny 2, Fortnite, Overwatch 2 and Valorant. The results indicate that gamers generally prefer completing the battle pass through passive generation of XP by playing the game. Challenges are still considered a fun addition to the battle pass system, although with varying levels of enjoyment. Gamers are motivated to complete even unenjoyable challenges to earn higher rewards, both highlighting the power of extrinsic motivators and the risks of implementing battle passes. It is important that companies implement battle passes responsibly, as these systems can be manipulative and exploitative. For example, entities implementing battle passes should consider that battle passes can cause exhaustion in users, and participation should as a consequence be optional. While the intentions of companies cannot be controlled, informing battle pass users about the potential negative impacts of battle passes can help them to protect themselves from exploitation. Overall, this study offers a foundation for future investigation into the effectiveness of gamification and battle passes.
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335

Facilitating ideation and knowledge sharing in large organisations : Design of an innovation platform using gamification elements

Polychronis Lioliopoulos, Alexandros January 2019 (has links)
Stora organisationer låter ofta sin strävan efter innovation hållas inom dedikerade innivationsavdelningar. en snabbt föränderlig värld måste innovationsprocesser öppnas för bredare kretsar. Den här studien undersöker hur man med hjälp av dagens teknik och spelifiering (“gamification”) kan underlätta kunskapsdelning i större organisationer. Studien undersöker också effekten av spelifiering på användarnas upplevda engagemang. Studien har genomförts tillsammans med den nordiska banken Nordea där en innovationsplattform (dvs en virtuell plats där de anställda kan dela sina idéer) utvecklades på två olika sätt: en konventionell och en spelifierad design. Studien följer principerna för designtänkande, och började med en inledande användarundersökning (tio intervjuer) och fortsatte med en prototypdesign som slutligen testades med sju anställda. Den konventionella designen upplevdes som bra av majoriteten av studiens deltagare, som framför allt tyckte att den var enkel och användbar. Vissa av dem upplevde dock att den var tråkig och i stort lockades de inte av den. Den spelifierade designen hade en mer generell acceptans. Respondenterna påtalade att de skulle bli motiverade till att regelbundet använda plattformen på grund av inslagen av spelifiering. Mer specifikt uppskattade studiedeltagarna i hög grad poängsystemet, och även möjligheten att jämföra sig med andra och att tävla mot sina kollegor. I själva verket föredrog samtliga studiedeltagarna den spelifierade versionen när de blev frågade om vilka av de två versionerna av plattformen som de skulle föredra att använda dagligen. Ett av de kvantitativa mätvärden som användes, den subjektiva tidsuppfattningen, motsade emellertid resultaten från intervjuerna, vilket lämnar utrymme för ytterligare utredning. Sammantaget tyder resultaten från denna studie på att det i stora organisationer finns potential att öppna innovationsprocesserna och engagera fler medarbetare i dem. Att lägga till element av ’gamification’ i sådana försök kan visa sig vara en stor förbättring, eftersom det kan öka medarbetarnas engagemang och ansluta dem till innovationsslingan och ge flera fördelar för företaget. / Large organizations often constrain their innovation quests only inside the silos of dedicated departments. However, in the rapidly changing world, innovation processes needs to be opened to wider circles. This study investigates the facilitation of knowledge sharing in large organizations and the effect of gamification on the perceived engagement of users. The specific use case was the nordic bank Nordea, where an innovation platform (i.e., a virtual place where the employees can share their ideas) was designed in two variations; a conventional and a gamified one. The study followed the principles of design thinking, starting with some initial user research (10 interviews) and getting to a prototype design that was ultimately tested among 7 employees. The conventional design was experienced to be good by the majority of the study participants, who in particular found it simple and usable. However, some of them experienced it to be boring and in general, it did not excite them. The gamified design on the other hand, had a more universal acceptance. The respondents stressed that they would be motivated to use the platform on a regular basis because of the elements of gamification. More specifically, study participants appreciated the point-system a lot, and also the ability to compare themselves to peers and compete against their fellow colleagues. In fact, all participants of this study preferred the gamified version when asked about which of the two designs they would prefer to use daily. However, one of the quantitative metrics that were used, namely the Subjective Perception of Time, contradicted the findings from the interviews, leaving space for further investigation. All in all, the results of this study suggest that in large organizations, there is the potential of opening up the innovation processes and engaging employees in them. Adding elements of gamification on such attempts can prove to be a great enhancement, since it can increase the engagement of the employees and hook them in the innovation loop, bringing multiple benefits to the company.
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336

Establishing requirements for a gamified digital math tool in a South African township primary school : A case study based on gamification and interaction design

Bergström, Emelie, Durowicz, Aleks January 2019 (has links)
This project is based on the desire to increase the understanding and knowledge of digital resource usage within the math education in South African townships. Digital education is considered to facilitate solutions for current shortcomings, yet knowledge and experience of the local circumstances are vital for successful implementation. Interviews, observations and analyses of existing games were used to define requirements regarding design and usability, which were implemented through prototypes and evaluated formatively. This study indicates that the requirements of an educational and stimulating digital tool are the most important and suggest consideration of feedback, gamification features, such as storytelling, as well as the balance of formal and informal settings. Furthermore, user characteristics heavily implies low complexity, few distractions and a logical structure. Requirements of appropriate level, in both language and content, also proved to be crucial. However, this demands further assessment before implementation. The developed tool was perceived as suitable and was accepted as a long-term solution to make better use of the current resources. Although the limited time and the difficulty to comprehend the users’ opinions bounded the conclusions, the established requirements are suggested to provide a solid foundation for further research. / Detta projekt baseras på en strävan efter ökad förståelse och kunskap för digitala resurser inom matteundervisningen i sydafrikanska kåkstäder. Digital utbildning anses möjliggöra lösningar för nuvarande brister, men kunskap och erfarenhet om lokala förhållanden är avgörande för lyckad implementering. Intervjuer, observationer och analyser av existerande spel användes för att definiera design- och användbarhetskrav, vilka implementerades genom prototyper och utvärderas formativt. Denna studie indikerar att kraven om ett utbildande och stimulerande spel är de mest betydelsefulla och föreslår beaktning av återkoppling, inkludering av spelifiering, exempelvis i form av “storytelling”, samt en balans av formell och informell miljö. Vidare innebär användaregenskaper krav på låg komplexitet, få distraktioner och en logisk struktur. Krav på lämplig nivå, både i fråga om mattekunskap och språk, visade sig också vara vitalt. Dessa krav kräver dock vidare utvärdering inför implementering. Det utvecklade verktyget uppfattades som passande och accepterades som en långsiktig lösning för att bättre utnyttja nuvarande resurser. Trots att tidsbegränsningen och svårigheter att förstå användarnas åsikter begränsade slutsatserna, ger de etablerade kraven en solig grund för framtida forskning.
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337

Gamification som metod för att skapa engagemang : En undersökning av användarbehov i hälsoapplikationer

Sandberg, Paulina, Johansson, Agnes January 2023 (has links)
Företag blir mer effektiva när deras medarbetare mår bra och därför kan det vara till stor nytta att ta sig an en strategi som uppmuntrar detta. Wellr är en tjänst som fokuserar på helhetshälsan och är utformad för att främja en hälsosam livsstil bland medarbetare, samtidigt som det leder till ett mindre antal sjukskrivningar på arbetsplatser. De vill nå ut till så många medarbetare som möjligt på de företag som köper in tjänsten och därför är deras framtida mål att utveckla applikationen med ytterligare gamification-element som motiverar användarna. Tidigare forskning visar att utveckling av applikationer med gamification har haft ett större fokus på tekniken snarare än människan, men hävdar att det krävs en förståelse för användarens perspektiv och vad som motiverar den för att lyckas med implementeringen.  I denna studie undersöks generella designprinciper för gamification tillsammans med relevant teori för utveckling av en applikation som tillfredsställer användarnas behov. Detta kombineras med en kvalitativ enkätundersökning bland fallföretagets användare för att identifiera behov och en marknadsundersökning för att ta hänsyn till hur andra produkter på marknaden är utformade. Studien resulterade i identifierade användarbehov hos en bred målgrupp som kan fungera som ett framtida stöd vid design och utveckling av digitala hälsoplattformar som inkluderar gamification.
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338

Gamification of Language Learning

Eckeroth, Frederik January 2022 (has links)
No description available.
339

Mental Models of Computer Security Among Adolescents

Wolfe, Alex Forrest 23 April 2021 (has links)
No description available.
340

Peer-to-Peer Competitive Gamification Approach to Increase Students’ Motivation.

Snobar, Lubna January 2023 (has links)
Education is a main target that societies thrive to enhance. Though it requires hard discipline for some students. One can use methods of gamification to enhance the process of learning. We know that gamifying a process has a good impact on changing the behavior of the participant in this process. E-learning is no exception one can make the process of learning more engaging and more fun, so students can have the maximum benefit. Our thesis explores the implementation of gamification in the learning process. Incorporating peer-to-peer challenges to make it more engaging and enjoyable. We surveyed to assess the impact of this approach on learning and obtained valuable insights. Our findings also shed light on how our proposed method compares to other established gamification techniques.

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