• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 253
  • 170
  • 70
  • 26
  • 21
  • 14
  • 5
  • 4
  • 4
  • 3
  • 3
  • 3
  • 3
  • 2
  • 2
  • Tagged with
  • 607
  • 154
  • 122
  • 122
  • 116
  • 100
  • 98
  • 85
  • 83
  • 82
  • 72
  • 68
  • 67
  • 67
  • 65
  • 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.

The Gamification Process : A framework on gamification

Wiklund, Emil, Wakerius, Victor January 2016 (has links)
In this thesis a gamification framework was built based upon the existing body of literature on gamification to more easily describe the processes in how a gamified experience is developed. We interviewed different international gamification companies that are currently working with gamification to test if the theoretically developed framework had practical relevance. The results from the empirical findings indicated that the framework had practical relevance and indeed represents the processes in how the companies work with gamification in real world scenarios. However, some of the companies do not utilize the different parts integrated in the framework the same way as they are described in the thesis.

Gamification and its effects on environmental knowledge and behavior

van Drumpt, Thomas January 2013 (has links)
The world is faced with many different environmental challenges. These challenges will need to be addressed with a variety of different tools. The way people behave has a significant impact on environmental contributions and as such influencing behavior towards better environmental decision making is something that should be addressed.  Gamification is the introduction of elements of play in situations which are normally not considered play. Gamification has been shown to change the way people interact with their environments. The environmental field is ripe for testing how gamification can be used to increase environmentally beneficial behavior. Two case studies were conducted at MIUN campus in Östersund. One study focused on creating a fun and interesting method to increase environmental learning.The other study attempted to change the way students recycled on campus.The learning study produced results which were slightly better for the gamifiedinformation in terms of knowledge acquisition compared to students who read apamphlet (66% for the game and 56% for the pamphlet). More importantly 98%students considered the game to be interesting and were more willing to participate in it.The recycling study showed that environmental behavior could be affected by a gamified environment. The test week showed a 41% increase in recycling over theprevious 2 weeks. A properly designed game environment has the potential to change the way people behave in a beneficial way for the environment. It is important that the gamemechanics match the stated goals or this could lead to failed implementation.

Gamification in Education

Sandusky, Susan January 2015 (has links)
Gamification in education is an up and coming idea. This paper will look at what gamification is and the effects of gamification on student motivation, homework, and assessment. Intrinsic and extrinsic motivation is discussed and the effects gamification has on both types. Learners use intrinsic motivation when first completing a gamified lesson, however, some learners turned their motivation to extrinsic motivation after a period of time. The future of gamification in e-learning is also, although brief, discussed.

Game on : Att spela sig till nya höjder av motivation

Wadström, Anna, Lidman, Anna, Leidek, Kajsa January 2015 (has links)
“Motivation is the desire within a person causing that person to act” (Mathis & Jackson, 2009, p. 24). Motivation is what makes people act. Lately a tool to create more motivation called Gamification has been more and more popular to use. This study is focusing on the subject motivation and also how gamification can be used as a tool to get more of that. Five theoretical subjects are being used throughout the whole study. These are: human resource, motivation, rewards, gamification and game design. The fields have a lot in common but the most central part is motivation that is represented in all parts. The purpose of this study is to explain the impact of motivation on people and how game mechanics can increase the motivation further. A case study was done at the company Prové using semi structured interviews. To get more empirical data we used websites and blogs. The interviews helped to get a deeper insight in how people get motivated in their work environment. Data gathered from websites and blogs showed how gamification is being used in real life situations.   The result showed that motivation plays a big role in both businesses and among people, especially considering the motivation within a person. If using gamification as a tool to increase motivation it is really important to keep the following in mind; it has to be connection to personal goals, the reasons has to be grounded and everyone has to play by the same rules. / “Motivation is the desire within a person causing that person to act” (Mathis & Jackson, 2009, s. 24). Motivation är det som får människan att prestera och utföra en uppgift. Ett motivationsverktyg som under de senaste åren har kommit att bli allt mer populärt är gamification. Denna studie kretsar kring ämnet motivation och hur gamification kan användas som verktyg för detta. Studien följer fem teoriområden; human resource, motivation, belöning, gamification och speldesign. Områdena har mycket gemensamt, men den mest centrala delen är motivation som är återkommande i samtliga delar. Syftet med denna studie är att påvisa motivationens påverkan på människor samt finna hur spelmekanik kan öka motivationen ytterligare. Tillvägagångssätten har varit att göra en fallstudie på företaget Prové i form av semistrukturerade intervjuer samt datainsamling från hemsidor och bloggar. Intervjuerna genomfördes för att få en djupare insyn i hur människor motiveras i sin arbetsmiljö. Det data som samlades in från hemsidor och bloggar visade hur gamification används i olika situationer i praktiken. Resultatet av undersökningen visar att motivation har en stor roll i såväl verksamheter som hos den enskilda människan, i synnerhet den inre motivationen. Om gamification ska användas som ett verktyg för att öka motivationen är det väsentligt att följande has i åtanke; det ska vara kopplat till personliga mål, det ska vara grundat och alla ska delta efter samma regler.

The Significance of Gameful Systems Design: A Journey through the Evolution of GamiDOC, from its Conceptualization to Experimental Validation

Bassanelli, Simone 03 June 2024 (has links)
The integration of digital games into diverse aspects of human culture has led to a paradigm shift in their utilization beyond mere entertainment. This doctoral thesis explores the challenges in designing effective gameful systems and presents a novel solution, GamiDOC, to address these challenges. The research begins by identifying elements that interfere with the design of gameful systems and subsequently affect their effectiveness. Scientometric analyses reveal the need for systematic and standardized methodologies in gamification design. Challenges such as users’ interpersonal differences, goal disparities, contextual variations, and feedback modalities are thoroughly examined. In response to these challenges, GamiDOC is introduced as a tool to support designers and developers throughout the design, development, and evaluation phases of gameful systems. The tool is built on a Design for Science Research Method (DSRM) approach, providing a systematic and holistic framework. GamiDOC includes features such as a gamification design framework, a peer-review procedure, code generation, an open-access database, and a guideline for data collection and analysis. The effectiveness of GamiDOC is assessed through empirical studies and real-case applications. User feedback demonstrates the tool’s usefulness in addressing challenges during the design phase, supporting decision-making processes, and enhancing overall development and evaluation. Real-case applications include the design and evaluation of a Virtual Reality (VR) gameful system for teaching UML and a serious game promoting environmental awareness. Despite the promising results, the thesis acknowledges the need for further development and evaluation of GamiDOC’s components. Future work involves refining features, resolving ethical constraints, and conducting more comparisons with alternative methodologies. In conclusion, this dissertation contributes to the understanding of challenges in gamification design and offers a practical solution in the form of GamiDOC. The presented tool, still under development, shows potential in guiding designers and developers towards creating more effective and engaging gameful systems, contributing to the ongoing evolution of gamification in various domains.

Gamification : Hur påverkar gamification användarupplevelse?

Hermansson, Love, Laxvik, Felix January 2016 (has links)
Målet med denna uppsats har varit att undersöka för- och nackdelar med gamification (sv. spelifiering). Begreppet innebär att man använder spelelement i icke-spelsammanhang, oftast med avsikt att höja motivation och engagemang. En undersökning som bestod av att låta två skilda grupper med försökspersoner testa en spelifierad och en ickespelifierad version av en applikation utfördes. Information samlades in genom att analysera databasen samt genom att låta testpersonerna svara på en enkät. Undersökningen visade att testgruppen med den spelifierade versionen var mer positivt inställd till applikationen och mer aktiv under försöksperioden.


Lindberg, Dennis January 2016 (has links)
Users have a rather low security awareness, this has led to ideas about creating a security awareness system. By using gamification, it may be possible to motivate the user to change to a more secure behavior. The aim of this thesis is to study the relation between game elements, user and riskful behavior (context) in order to understand which game elements has a positive/negative effect on the users in which context. This was done by conducting a literature analysis, by collecting studies conducted with gamified system and compare and contrast their results. The literature analysis used four different databases and each of the databases was searched through by using four different search terms. The results shows that there seems to be lacking gamified system within security context, thus a conclusion could not be drawn from a literature analysis.

Eco-Gamification of the Swedish Recycling System : The Pantarevir Game

Hamberg, Lukas, Hilding, Pontus, Källbom, Anton January 2016 (has links)
This is a report which details an independent project for the Computer and Information Engineering Programme held at Uppsala University involving the design and development of a mobile application to promote recycling habits. The application is called Pantarevir and its purpose is to act as a competitive game in which users conquer territories within a city by recycling more than other users within the same area. The project explores the concept of gamification in which themes and concepts normally found in games are in-cooperated in a non-game context. The non-game context for this project is the act of recycling. The Pantarevir game transforms recycling into a competitive game, designed to form an environmental awareness and mindset in its players as well as being fun to play. / Denna rapport beskriver ett oberoende projekt för Civilingenjörsprogrammet inom Informationsteknologi på Uppsala Universitet. Rapporten handlar om designen och utvecklingen av en mobilapplikation för att uppmärksamma människors återvinningsvanor. Applikationen heter Pantarevir och dess syfte är att fungera som ett tävlingsinriktat spel där användare tävlar om att ta över områden inom sin stad. Detta sker genom att tävla om vem som pantar mest inom ett område. Projektet utforskar konceptet spelifiering där teman och koncept som normalt sett finnes i spel samverkar inom något som normalt sett inte förknippas med spel. I detta fall handlar det om att spelifiera återvinning. Spelet Pantarevir förvandlar återvinning till ett tävlingsinriktat spel, framtaget för att uppmärksamma påföljden av återvinning samt ha en positiv inverkan på spelarna. Detta tillsammans med att vara ett spel vilket spelare även finner underhållande.

Är transportbeteende något att spela om? : -En studie om hur gamification kan stödja de transportpolitiska målen i Stockholmsregionen

Edfast, Nils January 2014 (has links)
The aim of this study is to examine the possibilities to use gamification to reach thepolitical goals for the transportation system in the Stockholm region. The study has aninterdisciplinary approach and is based around two main building blocks: gamificationand the transportation system in the Stockholm region. The first part examinesgamification. This includes contemporary use, debate, academic definition and aninvestigation of how gamified applications should be developed. One of the mainfindings is a suggestion that gamification should be seen as a process rather that a setof predefined game mechanics that can be applied to any activity. Also it is of mostimportance that a thoughtful analysis of how the developers and the user’s goals canbe integrated in, at least, one common goal is performed. The second part, whichexamines the Stockholm region transportation system, reaches from investigating thetravelers and their goals and thoughts, in the system to the goals for thetransportation system on a national and regional level. This two parts are combinedto build a base for further development of gamified applications for the Stockholmregion transportation system, which is the main finding of the study. This includescrucial factors for developing gamified applications for transportation, importantfactors on how and when to target the travelers, and also an analysis of what politicalgoals are suited for gamified solutions.

Alcogait Gamification

Nimkar, Chaitany 03 May 2018 (has links)
Alcohol abuse causes 1 in 10 deaths among adults in the United States aged 20-64 years [11]. An effort to motivate health-related behavioral changes in e-health industry could be seen before, but it was never done in mobile (m-health) context. Technologically, current applications in smartphone domain, emphasize on a manual way of measuring intoxication levels for users such as logging BAC values, taking cognitive tests; but none of them passively infer user’s intoxication level [1]. ‘Alcogait’ is a smartphone app that infers a smartphone user’s intoxication level from their gait by classifying motion data gathered from the smartphone’s accelerometer and gyroscope by Aiello et al [1]. This study is part of a Master’s thesis to build an intervention system around Alcogait’s functionality and explore the effects of gamification and avatar (for feedback) using Alcogait’s inferred intoxication level. Creation of user engagement is examined, in order to continue future study using gamification along with Alcogait’s functionality. The Alcogait system is not intended to either encourage or discourage abstinence. Its goal is to incentivize responsible transportation choices made by a person or their peers after that person is detected to be intoxicated in order to potentially mitigate DUI situations.

Page generated in 0.1051 seconds