The study evaluated if gamification could facilitate remote work with delimitations in digital remote meetings through a serious game. The serious game was developed based on previous research, and a conducted pre-study mainly examined remote work experience. It was investigated through exploratory research whether specific game elements could be more rewarding for remote meetings and as a parameter in combination with personality. The game was tested on a team of six persons who worked at the same company. These were exposed to four stages: comprising survey, playing the serious game, and group discussion. The main study indicated that game maps with prioritization marks and avatars had the most significant positive impact, while most negligible were scoring and competition. Discovery from the main study revealed concerns towards using and adapting gamification into a business context. Therefore, future studies are needed to create guidelines for the extended development of serious games when implemented in a serious context.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:his-20001 |
Date | January 2021 |
Creators | Höglund, Cecilia |
Publisher | Högskolan i Skövde, Institutionen för informationsteknologi |
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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