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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

Perceived effect from using a gamified app developed to reduce employee greenhouse emissions

Shin, Oliver January 2022 (has links)
This study has focused on investigating the perceived effect on knowledge, retention and engagement from using a gamified app developed to reduce employee greenhouse emissions. Data was gathered using a “deed-based” mobile application at a large nordic commercial IT company. The employees of the company entered a month-long campaign commitment to try and improve their knowledge of sustainable emission behavior. After completing the campaign period we conducted interviews with select people to gather qualitative insight of their experience. The results found indicate that participants do not conclusively perceive a knowledge increase of sustainability and greenhouse emissions after the campaign ended. Participants generally enjoyed the competitive aspect of the gamified app, often referring to it as fun and engaging. In some cases, participants became very engaged and initiated deeper sustainability discussions with their teammates during the campaign. / Denna studie har fokuserat på att undersöka upplevd påverkan på kunskap, bibehållande av kunskap och engagemang från att använda en spelapp utvecklad för att minska anställdas CO2-utsläpp. Denna uppdragsbaserade mobilapp användes som utgångspunkt för den här studien på ett stort nordiskt IT-företag. De anställda i företaget gick in i en månadslång kampanj för att försöka förbättra sina kunskaper om hållbart utsläppsbeteende. Efter att ha slutfört kampanjperioden genomfördes intervjuer med utvalda personer för att få insikt i deras erfarenheter från kampanjen. Resultaten indikerar att deltagarna inte upplevde en kunskapsökning inom hållbarhet och växthusgasutsläpp efter kampanjens slut. Deltagarna uppskattade i allmänhet tävlingsmomentet i appen, som ofta ansågs rolig och engagerande. I i vissa fall blev deltagarna väldigt engagerade i djupare hållbarhetsdiskussioner inom laget.
2

Competition or Cooperation? : Using push notifications to increase user engagement in a gamified smartphone application for reducing personal CO2-emissions / Tävling eller samarbete? : Användning av push-notiser för att öka engagemanget hos användare av en spelifierad smartphone-applikation för att minska CO2-utsläpp

Blomkvist, Sebastian January 2020 (has links)
A helpful tool in forming, breaking, and maintaining habits and behaviors is a digital behavior change intervention (DBCI). These are interventions that leverage digital technologies to help their users to either take on or avoid certain behaviors. A common problem is a lack of user engagement with the interventions’ content, which is key for its effectiveness. It has however been shown that gamified content and using prompts—such as push notifications—may have the effect of increasing user engagement, for both DBCIs and other applications. Furthermore, two commonly occurring game concepts are competition and cooperation, each with different influences on engagement which in turn may vary depending on the context and the user. Therefore, this thesis set out to examine how push notifications can be used to increase user engagement with a gamified DBCI by making its gamified elements more salient. Additionally, it will investigate if there is any difference in influence on engagement of notifications that either promote competition or cooperation. This was evaluated by deploying two different push notification strategies on Deedster—a gamified mobile DBCI with the aim to get its users to reduce their personal CO2-emissions—and tracking user behavior. The results of the evaluation showed that users who received push notifications were more engaged—started more sessions and spent more time—with the application than users who did not receive any. They also performed a significantly higher amount of target behaviors. There was no difference in the influence on performed target behaviors between the notifications promoting competition or cooperation, and only one significant difference—usage of intervention features—regarding user engagement. The gender of the user was also found to be a considerable factor in the influence of the push notifications. Competition increased engagement more than cooperation for male users, but not for female users. / Ett effektivt verktyg för att forma, bryta eller bibehålla vanor och beteenden är en så kallad digital beteendeförändrings-intervention (eng. digital behavior change intervention eller DBCI). Dessa interventioner använder digital teknik för att hjälpa deras användare att antingen påbörja eller undvika särskilda beteenden. Ett vanligt problem med dessa är att användarna ofta inte är särskilt engagerade i interventionernas innehåll eller funktioner, vilket är viktigt för deras effektivitet. Emellertid har det visats att spelifierat innehåll och användandet av notiser—såsom push-notiser—kan ha en ökande effekt på engagemanget. Två vanligt förekommande spelkoncept är tävling och samarbete, båda med sina olika effekter på engagemang vilket också skiftar beroende på kontexten och användaren. Därför ska detta examensarbete undersöka hur push-notiser kan användas för att öka användar-engagemanget i en spelifierad och mobil beteendeförändrings-intervention genom att göra dess spelifierade element mer framträdande. Dessutom kommer det även undersökas om det är någon skillnad i effekt mellan notiser som antingen främjar tävling eller samarbete. Detta var utvärderat genom att använda två olika push-notis-strategier på Deedster—en spelifierad, mobil intervention som syftar till att minska dess användares CO2-utsläpp—och sedan följa användarnas beteende. Resultaten visade att användare som fick push-notiser var mer engagerade—startade mer sessioner och spenderade mer tid—inom applikationen jämfört med användare som inte fick några notiser. De utförde också signifikant fler önskade beteenden. Det var ingen skillnad i effekt på antalet önskade beteende utförda mellan att främja tävling eller samarbete och endast några få skillnader i engagemang. Dock visade det sig att användarens kön var en betydande faktor i effekten av notiserna. Notiserna som främjade tävling var mer effektiva för manliga användare jämfört med de som främjade samarbete. Denna effekt syntes inte bland kvinnliga användare. / Designing digital technologies for supporting energy-related behavior change in the kitchen
3

Designing for Empathy in Elderly Care : Exploration of Opportunities to Deliver Behaviour Change Interventions through mHealth Applications, to Promote Empathic Behaviour in Elderly Home Care Nursing Assistants

Bergqvist, Malin January 2019 (has links)
Background The Swedish population is ageing quickly and the system for elderly home care is under increasing pressure. Staff turnover is high, nursing assistants are reporting stress, and employers have to recruit staff lacking sufficient experience. These factors are barriers to empathic care, considered essential to patient health outcomes. Elderly care should rely on cognitive empathy, be other-oriented and improve the client’s situation based on contextual understanding. There is a need for education and support for nursing assistants, so that they can provide empathic care. Purpose The thesis explores empathy as a skill in elderly home care to identify opportunities of promoting empathy in the client-nursing assistant interaction, by means of behaviour change interventions delivered through an mHealth application that nursing assistants already use at work. Method A group interview was conducted with six nursing assistants from four elderly home care organisations in a Swedish municipality, to learn about their experience of empathy at work, and factors affecting their ability to give empathic care. The respondents were using the same mHealth application to get and provide information about client visits. The Behaviour Change Wheel framework was used to analyze behavioural drivers of empathic care in elderly home care. Results Influences on empathic behaviour was identified in all 14 domains in the Theoretical Domains Framework. 13 target behaviours, 7 Intervention Functions and 45 Behaviour Change Techniques were suggested as suitable candidates to investigate for intervention development. Conclusion Empathy seems possible to promote through resource-efficient digital behaviour change interventions. Future studies may use this work as a starting point for development of interventions to promote empathic behaviour in elderly care.

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