In the modern and digitized Swedish society of today, many people live comfortably, not having to do a lot of physical activity. This has led to a decline in public health. In this thesis,we look at how digitization can help change this trend for the better by using gamification and game elements as a way to motivate people to become more physically active. We have used a qualitative research method to collect data regarding this in connection to an experiment where we let seven different people try three different mobile applications that use game elements as a motivator for people to exercise more. Our results show that game elements, especially those that create meaning, can be an extrinsic motivator that sometimes even awakens an intrinsic motivation. Although, the results also showed that the intended target group must be considered when choosing the game elements, as the motivation of these varies depending on factors such as the user’s attitude towards physical activity beforehand.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:umu-183266 |
Date | January 2021 |
Creators | Ekenberg, Johanna, Lång, Emelie |
Publisher | Umeå universitet, Institutionen för informatik, Umeå universitet, Institutionen för informatik |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Relation | Informatik Student Paper Bachelor (INFSPB) ; 2021.12 |
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