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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

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.
2

Spelutvecklares syn på free to play modellen

Körnung, Emil, Gustavsen, Mikael January 2023 (has links)
In free-to-play (F2P) games, development has rapidly progressed in recent years with the introduction of numerous new games as well as new revenue models. In 2014, a survey was conducted to understand how game developers themselves viewed the genre and its revenue models, but since then, there have been changes in the F2P model and the gaming industry. This survey aims to again examine how developers currently perceive the model and its evolution in recent years. Among players, there has been a perceived sense of unfairness regarding the F2P model, and the revenue models have been perceived as intrusive and aggressive. Some of these revenue models have also been linked to problematic gaming behavior due to their design. The research question underlying this study is: How do game developers view the current in-app purchase (IAP) model in mobile games? Is it possible to design it in a way that is not perceived as intrusive and unfair, while still serving as a viable revenue model for companies? To answer this question, the study employed a qualitative approach, conducting several semi-structured interviews with individuals working in the gaming industry. The interviews were then subjected to thematic analysis to identify codes and themes. The results indicate that developers generally have a positive attitude towards the F2P model. However, they do see issues with how some of the revenue models are implemented and presented to players. The interviewees expressed optimism about the future of F2P games, but they also believe that the revenue models may undergo changes.

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