The Gamification Process : A framework on gamificationWiklund, 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 behaviorvan 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 EducationSandusky, 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 motivationWadström, 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.
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.
GAMIFIED SYSTEMS FOR SECURITY AWARENESS : A literature analysisLindberg, 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 GameHamberg, 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 StockholmsregionenEdfast, 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.
Player Vs Language: the Effect of Multiplayer in Gamified Language Learning EnvironmentsBaylis, Craig 07 November 2016 (has links)
With the consistent popularity of and research regarding games and game play, the educational strategy now known as “gamification” has come more into focus. “Gamified” study tools have begun to populate the market but these tools are almost all designed for solo use. Many pre-existing language learning strategies, and indeed language itself, center around group interaction and are thus less compatible with single player study tools. A study was performed to isolate the variable of group play (multiplayer) in a game based language learning environment. Those participants who reported that they enjoyed the multiplayer game sessions more than the singleplayer session or thought them to be more effective at conveying new grammar displayed a distinct set of characteristics. Namely, these players were regularly more eager to seek out the opinion of others, offer their own opinion, and generally be outgoing. Those who reported the singleplayer sessions to be more enjoyable were regularly more focused on the game elements and less likely to participate in group discussions relating to the language exercises within the game. This suggests that while multiplayer, gamified tools can be effective, they require a certain type of learner or a great deal of intentional design to cater to those who do not naturally gravitate towards such learning styles.
Alcogait GamificationNimkar, Chaitany 03 May 2018 (has links)
Alcohol abuse causes 1 in 10 deaths among adults in the United States aged 20-64 years . 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 userâ€™s intoxication level . â€˜Alcogaitâ€™ is a smartphone app that infers a smartphone userâ€™s intoxication level from their gait by classifying motion data gathered from the smartphoneâ€™s accelerometer and gyroscope by Aiello et al . This study is part of a Masterâ€™s thesis to build an intervention system around Alcogaitâ€™s functionality and explore the effects of gamification and avatar (for feedback) using Alcogaitâ€™s inferred intoxication level. Creation of user engagement is examined, in order to continue future study using gamification along with Alcogaitâ€™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.
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