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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.
1

APPLYING GAMIFICATION ELEMENTS TO AN ONLINE CASINO PLATFORM

Karageorgiadis, Pavlos January 2022 (has links)
Gamification is one of the most effective ways of creating and keeping high engagement among people. It is a deep exploration into what makes a game fun and how to apply those fun and engaging elements in real-life productive activities. The average lifetime of a player in online casinos is not long within iGaming, players tend to play very few times and they never come back. Even if a player has a specific favorite game, they can many times find the same game on other sites. The lack of interaction between friends within iGaming could be a reason for a player to easily go elsewhere. The increase of streaming of iGaming is a strong indicator that there are many that like to socialize over a common interest such as iGaming. This thesis provides a study of gamification in collaboration with the casino domain. It presents the basic concepts of gamification, that someone might need to implement, in order to examine if gamification elements have a positive or negative effect in the casino. Initially, the project focused on how to invite an existing player into another’s user social network and then how to elaborate and introduce gamification techniques. The development was iterative in 3 cycles, each one of approximately 3 weeks. At the end of each iteration, changes were implemented according to the feedback from the development team. The evaluation was conducted with 15 users, some of them were experienced and some others were not. Results found that the user using the gamified version was more engaged and using gamification elements can indeed achieve high engagement. / Gamification är ett av de mest effektiva sätten att skapa och hålla högt engagemang bland människor. Det är en djupundersökning av vad som gör ett spel roligt och hur man kan tillämpa dessa roliga och engagerande element i vardagens produktiva aktiviteter. Den genomsnittliga speltiden för en spelare på online kasinon är inte lång inom iGaming, spelare tenderar att spela väldigt få gånger och kommer inte tillbaka. Även om spelare har ett specifikt favoritspel kan de ofta hitta samma spel på andra sajter. Bristen på interaktion mellan vänner inom iGaming kan vara en anledning att spelare lätt söker sig annanstans. Ökningen av streaming av iGaming är en stark indikator på att det finns många som gillar att umgås över ett gemensamt intresse som iGaming. Det här examensarbetet utgör en studie av gamification i kontext av online kasinon. Det presenterar de grundläggande koncepten för gamification, som någon kan behöva implementera, för att undersöka om element har en positiv eller negativ effekt i kasinot. Ursprungligen fokuserade projektet på hur man bjuder in en befintlig spelare till en annan användares sociala nätverk och sedan hur man utvecklar och introducerar gamification-tekniker. Utvecklingen upprepades i 3 cykler, var och en på cirka 3 veckor. I slutet av varje iteration genomfördes ändringar enligt feedback från utvecklingsteamet. Utvärderingen genomfördes med 15 användare, några av dem var erfarna och andra inte. Resultaten visade att användaren som använde den gamifierade versionen var mer engagerad och att använda gamification-element kan verkligen uppnå högt engagemang.
2

Exploring News Engagement among Young Adults through Motivational Core Drives

Korsun, Christina January 2022 (has links)
This study uses a qualitative methodological approach to investigate how core drives from the Octalysis framework can influence news engagement among young adults. This study conducts semi-structured interviews to identify young adults’ core drives and attitudes that influence news engagement, followed by participatory design sessions in order to explore gamification opportunities. The results show that understanding what core drives influence young adults’ motivation, can clarify how gamification could be implemented to increase their news engagement.
3

A new era of gamified financial applications: What does it mean? : A Qualitative study on how Gamification can influence user's motivation in MFAs.

de Verdier Below, Tim, Istrefi, Florian January 2022 (has links)
No description available.
4

Impact of Gamification on usability and engagement with regards to a financial savings application

Beseetti, Tej Kiran January 2019 (has links)
The implementation of game elements has quintessentially uplifted the overall experience of applications in various domains and thereby expanding the customer base. This process is called gamification which has now been introduced in many domains. The purpose of the study is to understand gamification and how its impact would be if it is deployed in a financial savings application. The gamified elements are implemented based on a gamification framework called the Octalysis framework1. This Octalysis framework is a human-centric gamification framework which serves as a template to implement the required gamified elements. Based on a pre-study of financial applications and the Octalysis framework, two distinct prototypes (Version A and Version B) of the same mobile app concept were developed where the difference is the presence of gamified elements in one prototype. The evaluation is based on analyzing the impact the gamified elements have caused on the usability and the emotional engagement of the financial savings application. The participants are provided to interact with both prototypes and interviews are conducted to evaluate the emotional engagement and the usability of both the prototypes of the financial savings application. The study shows an increase in emotional engagement corresponding to the gamified elements whereas the usability more or less remained the same, indicating a deeper investigation of the gamified elements with regards to usability is required.

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