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An approach on designing gamification for a mobile application
Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology.
Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology.
2017 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

This report details a project which attempts to increase the activity of women, 15-25 years of age, in an application. The project explores how elements from gamification can be used in order to achieve this in an application for auctions of second hand clothes. The problem was initially processed by extensive research into the subject, and thereby the most relevant information for reaching the main objective was distinguished. With this as basis, discussions among the group members were done both separately and together with our external partner in order to develop a solution. The implementation deriving from this project utilizes specific elements of gamification, namely rewards for certain behavior in the application. These are optimized for the application and the target group in order to create a more satisfying and engaging experience, thereby both retaining users and increasing their activity in the application. 

Abstract [sv]

Följande rapport beskriver i detalj ett projekt med mål att öka aktiviteten i en applikation hos kvinnor i åldrarna 15-25. Projektet undersöker hur element från gamification kan användas för att uppnå detta i en auktionsapplikation för begagnade kläder. Problemet bearbetades inledningsvis genom omfattande studier i ämnet, och därigenom kunde den mest relevanta informationen för att uppnå målet urskiljas. Med detta som bas hölls diskussioner gruppmedlemmarna emellan, både exklusive och inklusive våra externa intressenter, för att på så sätt utveckla en lösning. Implementationen erhållen från det här projektet utnyttjar specifika element från gamification, mer specifikt belöningar för vissa beteenden i applikationen. Dessa är optimarade för applikationen och målgruppen för att skapa en mer tillfredställande och engagerande upplevelse, och därigenom både behålla användare och öka dessas aktivitet i applikationen.

Place, publisher, year, edition, pages
2017. , p. 38
Series
Independent Project in Computer and Information Engineering ; 2017-013
Keywords [en]
gamification mobile application motivation
National Category
Engineering and Technology
Identifiers
URN: urn:nbn:se:uu:diva-325874OAI: oai:DiVA.org:uu-325874DiVA, id: diva2:1117297
External cooperation
Swace digital
Educational program
Master of Science Programme in Information Technology Engineering
Supervisors
Examiners
Available from: 2017-06-28 Created: 2017-06-28 Last updated: 2017-06-28Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
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