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Game on: Att spela sig till nya höjder av motivation
Linnaeus University, School of Business and Economics, Department of Organisation and Entrepreneurship.
Linnaeus University, School of Business and Economics, Department of Organisation and Entrepreneurship.
Linnaeus University, School of Business and Economics, Department of Organisation and Entrepreneurship.
2015 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

“Motivation is the desire within a person causing that person to act” (Mathis & Jackson, 2009, p. 24). Motivation is what makes people act. Lately a tool to create more motivation called Gamification has been more and more popular to use. This study is focusing on the subject motivation and also how gamification can be used as a tool to get more of that. Five theoretical subjects are being used throughout the whole study. These are: human resource, motivation, rewards, gamification and game design. The fields have a lot in common but the most central part is motivation that is represented in all parts. The purpose of this study is to explain the impact of motivation on people and how game mechanics can increase the motivation further. A case study was done at the company Prové using semi structured interviews. To get more empirical data we used websites and blogs. The interviews helped to get a deeper insight in how people get motivated in their work environment. Data gathered from websites and blogs showed how gamification is being used in real life situations.

 

The result showed that motivation plays a big role in both businesses and among people, especially considering the motivation within a person. If using gamification as a tool to increase motivation it is really important to keep the following in mind; it has to be connection to personal goals, the reasons has to be grounded and everyone has to play by the same rules.

Abstract [sv]

“Motivation is the desire within a person causing that person to act” (Mathis &

Jackson, 2009, s. 24). Motivation är det som får människan att prestera och utföra en

uppgift. Ett motivationsverktyg som under de senaste åren har kommit att bli allt mer

populärt är gamification. Denna studie kretsar kring ämnet motivation och hur

gamification kan användas som verktyg för detta. Studien följer fem teoriområden;

human resource, motivation, belöning, gamification och speldesign. Områdena har

mycket gemensamt, men den mest centrala delen är motivation som är återkommande

i samtliga delar. Syftet med denna studie är att påvisa motivationens påverkan på

människor samt finna hur spelmekanik kan öka motivationen ytterligare.

Tillvägagångssätten har varit att göra en fallstudie på företaget Prové i form av

semistrukturerade intervjuer samt datainsamling från hemsidor och bloggar.

Intervjuerna genomfördes för att få en djupare insyn i hur människor motiveras i sin

arbetsmiljö. Det data som samlades in från hemsidor och bloggar visade hur

gamification används i olika situationer i praktiken.

Resultatet av undersökningen visar att motivation har en stor roll i såväl verksamheter

som hos den enskilda människan, i synnerhet den inre motivationen. Om gamification

ska användas som ett verktyg för att öka motivationen är det väsentligt att följande

has i åtanke; det ska vara kopplat till personliga mål, det ska vara grundat och alla ska

delta efter samma regler.

Place, publisher, year, edition, pages
2015. , 71 p.
Keyword [sv]
Motivation, Gamification
National Category
Business Administration
Identifiers
URN: urn:nbn:se:lnu:diva-43492OAI: oai:DiVA.org:lnu-43492DiVA: diva2:815366
Subject / course
Business Administration - Organization Leadership
Educational program
Enterprising & Business Development, 180 credits
Supervisors
Examiners
Available from: 2015-06-15 Created: 2015-05-30 Last updated: 2015-06-15Bibliographically approved

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