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Spelifikationers potentiella värdeskapande i projektarbeteBrändström, Magnus January 2012 (has links)
Digital games are today avaliable on all kinds of different platform. Games and game thinking is also increasingly being applied within non-traditional contexts. This thesis explores the term "gamifiation" which can be defined as "the use of game design elements in non-game contexts". The purpose of the study was to identify and give perspective on the discourse surrounding the use and applicability of the term today. More specifically, it explores the possibilities of the potentially value creating ability in the context of work, and focused on the application of gamified software in the context of project work. To understand the power in using game elements in non-game context, the field surrounding motivation in games is explored, as well as the discourse surrounding gamification. Through a qualitative survey using semi-structured interviews the potential use and value of gamification in the project context was investigated. Three approaches to gamification, a rejective, a commercial and an academic are presented. Self-determination theory is used to understand motivation in games.This and the insights resulting from the interviews, the survey of the field, and the theoretical understanding of project work are used to give a perspective on the use of game elements in project work. Among the recommendations are designing for a particular context and different user groups, connecting the use of interface elements with the users intrinsic needs for competence, autonomy and relatedness, using gamification as a part and not the focus of the design process, and adding percieved user values, or "fun" to motivate users. Gamification is suggested for appliance as a means to attract staff and clients to a project, motivating users to learn or achieve or motivating users to engage with the system in a certain way.
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