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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

EXPLORING THE INFLUENCE OF DIFFERENT FACTORS IN DESIGNING A GAMIFIED ONLINE COMMUNITY FOR GIRLS

2016 January 1900 (has links)
In this thesis, an improved framework is proposed for categorizing existing gamified systems. Related works and real world examples of gamification are discussed and some areas where insufficient research exists. In order to address the identified research problems, an experimental gamified system was designed and implemented for sharing articles related to different aspects of life. The participants of the study were recruited among the users of an existing Iranian lifestyle site for female users. Therefore, the gender of the users was considered in the design. A wide range of gamification elements were implemented in the system to test the effectiveness of specific design features and gamification elements’ parameters in increasing user motivation, for example, the contingency of rewards and the use of sound and animation in badges. A detailed questionnaire was used to answer the research questions. The results suggest specific combinations of gamification elements and their parameters that can be successfully applied by designers of social sites for similar audience.
2

Nya spelregler för skogsindustrin : En studie om möjligheter att gamifiera ett skogsbolags transportstyrningssystem

Edmon, Jannika January 2018 (has links)
Today, companies need to constantly improve in order to be competitive and achieve good results. Gamification is a concept that is being implemented by more and more companies to increase motivation for employees as well as to engage them to work in a way that can help fulfil the goals of the company, which in the long run can lead to improved results. This study is based on a case with an international IT consulting company and their customer who works in the forest industry. The consulting company has developed an IT system for the customer, where timber car drivers are the system users among others. The purpose of the study has been to explore the possibilities to gamify the existing IT system in order to increase the system usage and encourage certain behaviors of the drivers that are aligned with the customer’s goals. Furthermore, the goal of the study has been to follow a gamification framework to develop suggestions on features in the system that can support these behaviors of the drivers. The framework has been used in combination with different methods for data collection such as interviews and open questionnaires. The use of the framework has resulted in four features that can be implemented in the system to support certain behaviors of the drivers. All features provide feedback to the user in different ways, following an action taken, to motivate continued use. Prior to implementation however, it is recommended that measures be taken to ensure that the gamification project is able to succeed. / Idag behöver företag ständigt förbättra sig för att vara konkurrenskraftiga och uppnå goda resultat. Gamification är ett koncept som implementeras av allt fler företag för att öka motivationen hos anställda samt för att engagera dem så att de arbetar efter verksamhetens mål, något som långsiktigt kan leda till ett förbättrat resultat. Denna studie är baserad på ett fall hos ett internationellt IT-konsultbolag och deras kund som verkar inom skogsindustribranschen. Konsultbolaget har utvecklat ett IT-system för kunden där några av systemanvändarna är timmerbilschaufförer. Syftet med studien har varit att undersöka möjligheter till att gamifiera det befintliga IT-systemet för att öka systemanvändningen och uppmuntra till beteenden hos chaufförerna som går i linje med kundföretagets mål. Vidare har målet med studien varit att följa ett gamification-ramverk för att ta fram förslag på funktioner i systemet som kan stödja dessa beteenden. Ramverket har använts i kombination med olika metoder för datainsamling som exempelvis intervjuer och öppna enkätfrågor. Användningen av ramverket har resulterat i fyra funktioner som kan implementeras i systemet för att stödja vissa beteenden hos chaufförerna. Samtliga funktioner ger på olika sätt återkoppling till användaren efter en utförd handling, för att motivera till fortsatt användning. Innan implementering rekommenderas dock vidtagande av åtgärder för att gamification-projektet ska ha möjlighet att lyckas.

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