A study investigating how gamification features can be designed within a gym application, how they affect the user’s situated motivation and user engagement, and how these features could increase user loyalty to the product.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:liu-196212 |
Date | January 2023 |
Creators | Estgren, Caroline |
Publisher | Linköpings universitet, Interaktiva och kognitiva system |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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