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Návrh gamifikace do služby Car4way / The proposal of gamification into a company Car4WayBobková, Marie January 2014 (has links)
The diploma thesis deals with the incorporation of Gamification into a company that provides services. In theoretical part the concept of Gamification is defined first as well as its development, games and their significance. Subsequently typology of players is described. The basic principle of Gamification is explained on the game's elements and mechanisms that motivate players to activity. The initial chapter consists of a summary of basic knowledge of literature, mostly foreign. Then examples of successful applications are described using game elements, which subsequently will be used in the practical part for push-process Gamification into society. The practical part is devoted to a detailed description of the gamificate environment Car4Way company and its implementation into society. First of all company Car4Way is described, especially the process of registration for returning a car. Comparison of individual gamification elements and creation of the concept of service gamification for best practices in Car4Way .
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Spelifiering och dess effekt på inre motivation till att källsortera : Hur topplistor, poäng, medaljer och streaks påverkar motivationen till att källsortera / Gamification and its effect on intrinsic motivation to waste sort : How leaderboards, points, badges and streaks affect the motivation to waste sortMouwafak Ghassan, Nadya January 2021 (has links)
Green gamification är en metod som på senare tid använts för att uppmuntra miljövänliga beteenden hos människor. I takt med att ökande avfallsmängder väntas bli ett allt större problem är det av relevans att hitta lösningar för att uppmuntra miljövänliga beteenden. Denna studie har utförts som ett bidrag till forskningsprojektet Samverkan för ett spelifierat miljöhus 2021-2022. Studien undersöker hur spelmekanismerna topplistor, poäng, medaljer och streaks påverkar användarnas inre motivation till att källsortera när de tävlar mot bostadsområden i deras närhet. Genom att jämföra användarnas inställning till olika motivationsfaktorer före och efter intervention av spelifiering ger resultatet en indikation på att spelmekanismerna inte har en märkbar påverkan på användarnas inre motivation, och att vidare forskning inom området kan vara ett bidrag för att lösa problemet med ökande avfallsmängder. / Samverkan för ett spelifierat miljöhus 2021-2022
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Where Storytelling and Interactivity Meet: Designing Game Mechanics that Tell a StoryLarrimer, Sheri January 2014 (has links)
No description available.
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NUMERICAL NARRATIVE GAME MECHANICS : Theories and Concepts for conveying narratives via numerical mechanics in gamesYan, Yifei January 2022 (has links)
In the fields of game design and interactive storytelling, it is of value to consider game mechanics, narrative design, and how they connect and influence each other. Dubbelman’s Narrative game mechanics theory (2016) started an argumentation that certain game mechanics can serve greater narrative power. This research sees a lack of practical considerations and game development guidelines from Dubbelman’s work and tries to conduct a theoretical framework on useful narrative and game design theories and practical considerations focusing on a subset of game mechanics, numerical narrative game mechanics. The framework covered an in-depth explanation of the process from mechanics to narratives, the role of the player during the narration process and related practices one can utilize, an analytical perspective of numerical elements and numerical mechanics, and ways to improve narratability and representation of contexts. Three case studies of existing games are also conducted to present the use of the framework and improve its applicability.
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Level Complete : En kvalitativ studie om gamifications förekomst inom säljorganisationer, och vägen till mer engagerade och motiverade medarbetare.Olsson, Lina, Samuelsson, Ida, Westerlund, Hanna January 2017 (has links)
Tidigare studier har visat att majoriteten av anställda inom svenska organisationer har ett bristande i engagemang till sitt arbete, vilket kan bero på att feedback och belöning kommer alltför långt efter slutförandet av en uppgift. Forskning har även visat att yttre belöningar till följd av en prestation endast fungerar väl på kort sikt, men att det trots det finns företag som använder sig av yttre belöning för att motivera sina medarbetare. Ett exempel är säljorganisationer. Gamification är en relativt ny framväxande idé som innebär applicering av spelelement i icke spelliknande kontexter, för att skapa inre motivation och ett ökat engagemang hos människor. Syftet med studien är att analysera i vilket utsträckning direkt feedback och de karaktäristiska spelmekanikerna poäng, emblem, topplistor, levels, relationer, utmaningar, begränsningar och resa förekommer inom säljorganisationer, som inte uttalat använder sig av gamifierade system, för att skapa motiverade och engagerade medarbetare. Metoden bygger på en kvalitativ och abduktiv ansats, där empirin har samlats in genom semistrukturerade intervjuer med sex chefer från olika säljorganisationer. Resultatet visar att flertalet av spelmekanikerna används inom samtliga säljorganisationer, och att det inte finns någon spelmekanik som inte förekommer inom någon av organisationerna. Vidare förekommer poäng, relationer, utmaningar och begränsningar inom samtliga sex organisationer och levels är den spelmekanik som förekommer minst. Vissa skillnader gällande spelmekanikernas användande uppenbarades, även om syftet med användandet för samtliga organisationer är att skapa motivation och öka engagemanget hos säljarna. Feedback förekommer frekvent inom samtliga organisationer. Däremot uppenbarades en viss problematik i samband med direkt feedback, då den tenderar att komma en tid efter att en uppgift har slutförts, bland annat på grund av geografisk utspridning. / Previous studies have shown that the majority of employees within Swedish organisations lack commitment to their work, which can be due to the fact that feedback and reward is received late after the completion of a task. Research has also proved that extrinsic rewards as a result of a performance only work well in the short term, but nevertheless there are companies that still use extrinsic rewards to motivate their employees. Sales organisations are one example of that. Gamification is a relatively new emerging idea that involves application of game elements in a non-game context to create intrinsic motivation and to increase engagement among the people. The purpose of this study is to analyse to which extent direct feedback and the characteristic game mechanics points, badges, leaderboards, levels, relationship, challenges, restrictions and journey occur within sales organisations that do not claim to use gamified systems in order to motivate and engage employees. The method used is based on a qualitative and abductive approach where empirical data were collected through semi-structured interviews with six managers from different sales organisations. The result show that the majority of the game mechanics is used in all sales organisations and that there is none of the game mechanics that do not occur in any of the organisations. Moreover, points, relations, challenges and restrictions occur in all six organisations and levels is the game mechanic that occur the least. Some differences in the using of the game mechanics were revealed, although the purpose of the use in all of the organisations is to motivate and increase the engagement of the sellers. Feedback occurs frequently in all organisations. However, certain problems occurred associated with direct feedback as it tends to be received a while after the task has been completed due to geographic diffusion, among other things.
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To Conquer Or To Kill? : A qualitative study on game mechanics and player experience in MOBA games / Att Erövra Eller Att Döda? : En kvalitativ studie om spelmekaniker och spelarypplevelse i MOBA spelRomo Flores, Azul January 2018 (has links)
The eSports scene as well as the Multiplayer Online Battle Arena (MOBA) have rapidly grown in popularity over the past decade. Research regarding game design factors and player experience in this genre are still not fully explored. This study aimed to examine Heroes of the Storm (HotS), League of Legends (LoL) and Defense of the Ancients 2 (Dota2) through a tailored game ontology for MOBA games, if the game mechanics cause more frustration and challenge compared to other genres (Johnson, Nacke and Wyeth, 2015); and to better understand the effect on player experience in MOBA games. Results suggest that builds for heroes, including talents, items and meta strategies, are the most challenging aspects. Frustration may surge when players make mistakes or when communication within the team fails. Additionally, the main difference between these games is the level of difficulty and complexity making Dota2 the optimal choice for MOBA veterans and HotS a good introduction to the MOBA genre. / ESports scenen så väl som Multiplayer Online Battle Arena genren har snabbt vuxit i popularitet under de senaste tio åren. Forskning angående speldesignfaktorer och spelupplevelse har fortfarande inte blivit fullt utforskat. Syftet med denna studie är att undersöka Heroes of the Storm (HotS), League of Legends (LoL) och Defense of the Ancients 2 (Dota2) genom en skräddarsydd ontologi för MOBA spel, och hur spelmekanikerna skapar mer frustration och utmaning hos spelare i jämförelse med andra genrer (Johnson, Nacke och Wyeth, 2015) samt att bättre förstå vilken effekt de har på spelarna i MOBA genren. Resultaten tyder att builds för karaktärer, inklusive talents, items och metastrategier är dem mest utmanande elementen. Frustration kan uppstå när spelare gör misstag eller när kommunikationen inom laget ej fungerar. Den största skillnaden i mellan dessa spel är svårighetsgraden och komplexitet, vilket leder till att Dota2 är ett optimalt val för veteraner och HotS är en bra introduktion till MOBA genren.
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The Architecture of Space and Transformation in Massively Multiplayer Online Role-Playing GamesGertzbein, Eric Jarost January 2008 (has links)
This thesis examines the architecture and space simulated in massively multiplayer online role-playing games (MMORPGs) and argues that the hand which guides the design of virtual architecture and space in these games originates from the same primogenitor of traditional mythology. The simulation of the game-world and the performance of in-game elements which include, avatars, player characters, non-player characters (NPCs), and artifacts, is regulated by the semantics of an in-game narrative that maintains a core structure of hierarchical spaces and traditional and modified architectural paradigms. Hierarchical spaces and architectural interventions are used to curate a mythologically derived model of personal transformation known as the ‘Hero Cycle’ that is based on hermeneutic principles whereby the identity of the collective is required to understand the identity of the individual. As a result, this cycle of personal transformation relies on the integration of the individual with the collective and is a revitalizing process within society. While it is believed that contemporary (computer) role-playing games (RPGs) are built on the shoulders of early pen and paper (PNP) role-playing games, both the early PNP and later RPGs are in fact founded on principles of ritual movement through space, developed by traditional mythology to enact Hero Cycles and by ritualized religious worship, to symbolically enact mythology. Role-playing games can bring forth the benefits of the experience of mythological progenitors of cultural narratives and religious theology. In-game, a narrative is presented to players as the face of the collective identity of the game-world and incorporates many traditional (and modified) iconographic and architectonic typologies that support the semantics of game-play and the theology that ties the game-mechanics to the narrative.
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The Architecture of Space and Transformation in Massively Multiplayer Online Role-Playing GamesGertzbein, Eric Jarost January 2008 (has links)
This thesis examines the architecture and space simulated in massively multiplayer online role-playing games (MMORPGs) and argues that the hand which guides the design of virtual architecture and space in these games originates from the same primogenitor of traditional mythology. The simulation of the game-world and the performance of in-game elements which include, avatars, player characters, non-player characters (NPCs), and artifacts, is regulated by the semantics of an in-game narrative that maintains a core structure of hierarchical spaces and traditional and modified architectural paradigms. Hierarchical spaces and architectural interventions are used to curate a mythologically derived model of personal transformation known as the ‘Hero Cycle’ that is based on hermeneutic principles whereby the identity of the collective is required to understand the identity of the individual. As a result, this cycle of personal transformation relies on the integration of the individual with the collective and is a revitalizing process within society. While it is believed that contemporary (computer) role-playing games (RPGs) are built on the shoulders of early pen and paper (PNP) role-playing games, both the early PNP and later RPGs are in fact founded on principles of ritual movement through space, developed by traditional mythology to enact Hero Cycles and by ritualized religious worship, to symbolically enact mythology. Role-playing games can bring forth the benefits of the experience of mythological progenitors of cultural narratives and religious theology. In-game, a narrative is presented to players as the face of the collective identity of the game-world and incorporates many traditional (and modified) iconographic and architectonic typologies that support the semantics of game-play and the theology that ties the game-mechanics to the narrative.
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Preventing Toxic Behaviour through Game MechanicsFahlström, Josefine, Matson, Emma January 2014 (has links)
Toxic Behaviour, the phenomena where a person behaves in a way meant to intimidate or belittle another person, is an influential issue spreading across the virtual spaces that is online gaming communities. In this thesis we explore the possible correlations between Toxic Behaviour and game mechanics in online multi-player games by analyzing League of Legends (Riot Games, 2009), one of the most prominent online games currently dominating the market (Statista, 2014). We have analysed the game using a contemporary design framework used in the game industry accompanied by an ethnographical field study of the regular player base of League of Legends we have determined the most common reasons behind why these players tend to engage in Toxic Behaviour and if those reasons are connected to the game’s mechanics. Finally, we conceptualize plausible solutions based on our findings that hypothetically could decrease the amount of toxic player’s continuing engagement in Toxic Behaviour.
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Intra-aktion som ett koncept för utvecklingen utav 2d spelmekaniker med ett lärande syfte.Jansson, Hampus January 2017 (has links)
Detta kandidatarbetet tar begreppet intra-aktion och applicerar det som en spelmekanik för den mobila plattformen. Den går in på tillvägagångssätt för hur man skulle kunna tänka kring intra-aktion och tar även upp befintliga teorier kring utvecklingen av spelmekaniker. I första hand går arbetet in på den mobila plattformen men det skulle även kunna användas för andra plattformar. Kandidatarbetet börjar med att gå in på vad interaktion är och går sedan vidare in på hur det skiljer sig utifrån Karen Barads begrepp intra-aktion. Därefter tar den upp befintliga teorier kring utvecklingen av spelmekaniker. Efter detta kombineras allt praktiskt med hjälp av test, där det skapats spelmekaniker för den mobila plattformen med ett intraaktivt synsätt. Intra-aktion passar bra som ett sätt att tänka kring lärande, så i praktiken går arbetet ut på hur man skulle kunna skapa spelmekaniker med ett lärande syfte. Tester i arbetet görs i spelmotorn GameMaker(Yoyo Games, 2017) och testas för Android telefoner. I metoddelen är exempel skapade från gestaltningar som är gjorda för mobila enheter i GameMaker. / This bachelor thesis takes the concept of intra-action and applies it as game mechanics for the mobile platform. It takes the approach of how to think about intra-action and the development of mobile game mechanic. It goes into the approach of how to think about intra-action and brings up existing theories about game mechanics. In first-hand the work goes into the mobile platform but it could be used for other platforms. The thesis begins by explaining what interaction is and then goes into how it differs from Karen Barads concepts of intra-action. Then it takes up existing theories on the development of the game mechanic and then combining this into practice, trying to create game-mechanics to the mobile platform with an intra-active approach. Intra-action fits well as a way of thinking about learning, so in practice the work will go into how you may create game mechanics with a learning purpose. All testing is done in the game engine GameMaker (Yoyo Games, 2017) and tested for Android phones. In the methods section the examples will be created for Android in GameMaker.
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