Creating engaging applications can be difficult and challenging. In a constantly evolvingworld of technology, more and more daily activities provides us with reward. Moreand more people play games, at home, on the buss, on the train. More and more peopleexperience the spark of joy as they are rewarded and motivated to perform better, toprogress. This thesis presents the design and development of an application prototype used in awildlife park to enhance and promote engagement using elements of gamification. Gamificationis a term that has risen in popularity the last couple of years. With the use ofsimple game elements one can transform otherwise mundane applications into somethingengaging.Here we discuss and present the different aspects of designing an application usinggamification, as well as an evaluation of engagement and usability following conventionaland established means of user testing and engagement measuring. It is concluded that gamification elements can indeed be used to achieve high engagement.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:liu-129530 |
Date | January 2016 |
Creators | Foo, Henrik, Mårtensson, Oskar |
Publisher | Linköpings universitet, Institutionen för datavetenskap, Linköpings universitet, Institutionen för datavetenskap |
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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