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Effekterna av spelmekanismerna ledartavlor, serier och certifikat på det dagliga stegantalet hos högskolestuderande studenter
KTH, School of Computer Science and Communication (CSC).
KTH, School of Computer Science and Communication (CSC).
2016 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
The Effects of the Gaming Mechanisms Leaderboards, Streaks and Badges on the Daily Step Count of Students in Higher Education (English)
Abstract [sv]

Spelifiering börjar bli ett vedertaget begrepp, speciellt inom forskningsområden såsom MDI (Människa-datorinteraktion). I den här uppsatsen diskuteras och jämförs tre olika spelmekanismer genom det dagliga stegantalet. Spelmekanismerna är ledartavlor, serier och certifikat. Studien tillämpar kvantitativa och kvalitativa metoder för att undersöka hur de ovannämnda spelmekanismerna påverkar det dagliga stegantalet hos studenter som studerar på en högskolenivå.

Av studien framgår att spelifiering är att föredra när det gäller medvetenhet och nöje, men att spelifiering ej får störa de grundläggande funktionerna hos den ursprungliga produkten. Tvärtom bör spelmekanismer användas för att stödja produktens befintliga funktioner, och inte enbart för att göra produkten mer underhållande och motiverande. Den generella konklusionen av all insamlad kvantitativ data är att spelifiering inte influerar det dagliga stegantalet.

Slutligen diskuterar artikeln vilka faktorer som bör implementeras för att spelifiering ska verka i motiverande syfte. Artikeln diskuterar även hur spelutvecklare kan nyttja speldesign för att skapa intressanta och engagerande applikationer.

Abstract [en]

Gamification is becoming a recognized concept, especially in research areas such as HCI (Human Computer Interaction). This paper discusses and compares three different game mechanics through the daily step count. The game mechanisms included are leaderboards, streaks and badges. The study applies quantitative and qualitative methods to investigate how the above named game mechanisms affect the daily step count of students studying at a university level.

The study shows that gamification is preferable in terms of awareness and pleasure, but that gamification must not interfere with the basic functions of the original product. On the contrary, gaming mechanisms should be used to support the products existing features, not just to make the product more entertaining and motivating. The general conclusion of the collected quantitative data is that gamification does not influence the daily step count.

Finally, the article discusses what factors should be implemented to make gamification work in a motivating way. The article also discusses how game developers can use game design to create interesting and engaging applications.

Place, publisher, year, edition, pages
2016. , 42 p.
Keyword [sv]
gamification, spelifiering, speldesign, applikationer
National Category
Media and Communication Technology
Identifiers
URN: urn:nbn:se:kth:diva-188957OAI: oai:DiVA.org:kth-188957DiVA: diva2:942114
Subject / course
Media Technology
Educational program
Master of Science in Engineering - Media Technology
Presentation
2016-06-07, 1537, Lindstedtsvägen 3, E-huset, våningsplan 5, KTH Campus, Stockholm, 12:30 (Swedish)
Supervisors
Examiners
Available from: 2016-07-05 Created: 2016-06-23 Last updated: 2016-07-05Bibliographically approved

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Effekterna-av-spelmekanismerna(3762 kB)107 downloads
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Type fulltextMimetype application/pdf

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Adrup, JoakimSkogström, Charlotte
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CiteExportLink to record
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Citation style
  • apa
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Output format
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