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Deepening User Engagement on an Esports Platform Using Gamification: A Multi-Conceptual Study
KTH, School of Electrical Engineering and Computer Science (EECS).
2019 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

In recent years, the global interest in esports has grown exponentially, opening up for new technologies and products to be developed. One example is esports platforms which serve players with a common place to carry out their esports-related activities. This study utilizes current research about motivation and user engagement to develop three conceptual design proposals aiming to showcase how appropriate gamification components could be incorporated into an esports platform in order to deepen user engagement. These conceptual designs are evaluated by conducting a focus group, in which the participants had expert knowledge in the fields of esports, user experience, technology, and game design. Based on the results, conceptual design guidelines are established, and two final conceptual designs are proposed. With these two final designs, this study aims to contribute to and inspire future design work within the field of gamification and esports.

Abstract [sv]

Under senare år har det globala intresset för esport ökat exponentiellt, vilket har öppnat upp för ny teknik och produkter att utvecklas. Ett exempel är esportplattformar som tillgängliggör spelare med en gemensam plats att utföra sina esportrelaterade aktiviteter. Denna studie använder aktuell forskning om motivation och användarengagemang för att utveckla tre konceptuella designförslag som visar hur lämpliga gamificationkomponenter kan inkorporeras i en esportplattform för att fördjupa användarengagemang. Dessa konceptuella designförslag utvärderas i en fokusgrupp där deltagarna har expertkunskaper inom esport, användarupplevelse, teknik och speldesign. Baserat på resultaten utformas konceptuella riktlinjer och två slutliga konceptuella designförslag presenteras. Med dessa två slutliga designförsag syftar denna studie till att bidra till och inspirera framtida designarbeten inom gamification och esport.

Place, publisher, year, edition, pages
2019. , p. 13
Series
TRITA-EECS-EX ; 2019:458
Keywords [en]
Gamification; Motivation; User engagement; Psychological needs; Multi-Conceptual study;
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:kth:diva-255003OAI: oai:DiVA.org:kth-255003DiVA, id: diva2:1337233
Supervisors
Examiners
Available from: 2019-07-12 Created: 2019-07-12 Last updated: 2019-07-12Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
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