Gamification - The process of designing our activities into games
Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
The trend of adjusting our activities, making them more attractive and less like chores is apparent just by looking at the applications and systems we use for our everyday lives. In this study we investigate this phenomenon, in both training and dating applications, from a design perspective using the frameworks of gamification and Fogg´s behavior model. Using these tools in complement with qualitative interviews we answer questions regarding how one can design gamification to achieve behavior change. The chosen applications, namely Tinder, Badoo, RunKeeper and Nike+ were all identified as gamification applications and in regard to how they were designed, the training applications primarily showed interest in raising the motivation of users, while the dating applications rather focused on easing the simplicity of performing the behavior.
Place, publisher, year, edition, pages
2016. , 26 p.
Informatik Student Paper Master (INFSPM), 2016.23
Gamification, Design, Behavior, Training, Dating, Fogg's Behavior Model, Tinder, Badoo, Nike+, RunKeeper
Information Systems, Social aspects
IdentifiersURN: urn:nbn:se:umu:diva-122515OAI: oai:DiVA.org:umu-122515DiVA: diva2:939420