This thesis explores how to use gamification for an IPTV platform to increase user engagement. Gamification has been defined as the use of game elements in non-game contexts. This thesis describes the fundamental concepts about gamification and taps on the practical use of these concepts for media and TV consumption. Based on interviews and an online survey we developed and evaluated low-fi prototypes to study some key aspects of Gamification for IPTV solutions. 19 people, not real users, participated in the final evaluation of the last designed low-fi prototype providing qualitative results through an evaluation survey. The result of this case study is a set of game techniques that could be valid for a platform like Ericsson Multiscreen TV...
While digitalization is changing the way we work and live, new methods and strategies are needed for...
Gamification is the application of game dynamics and mechanics to solve problems and engage users in...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
This thesis explores how to use gamification for an IPTV platform to increase user engagement. Gamif...
This thesis briefly looks at the history and current state of gamification of television with a clos...
This bachelor thesis is an exploratory investigation about the phenomenon 'Gamification', which by s...
This thesis investigates the design of motivating and engaging software experiences. In particular i...
Electronic games are among the most propagated markets in media economy. Now, a shift is taking plac...
Games have become a popular media. As a consequence, they have been studied extensively to see what ...
The aim of this thesis was to investigate and identify the elements of gamification used in learning...
Gamification is the concept of applying game-design thinking to non-game applications to make them m...
Gamification is used in a wide range of industries to motivate user engagement and increase the util...
In this study, we have explored a new area called ’gamification’ – a word and concept that was first...
In recent years, the term Gamification has been used to describe the integration of game elements in...
Gamification is a novel method to improve engagement, motivation, or participation in non-game conte...
While digitalization is changing the way we work and live, new methods and strategies are needed for...
Gamification is the application of game dynamics and mechanics to solve problems and engage users in...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
This thesis explores how to use gamification for an IPTV platform to increase user engagement. Gamif...
This thesis briefly looks at the history and current state of gamification of television with a clos...
This bachelor thesis is an exploratory investigation about the phenomenon 'Gamification', which by s...
This thesis investigates the design of motivating and engaging software experiences. In particular i...
Electronic games are among the most propagated markets in media economy. Now, a shift is taking plac...
Games have become a popular media. As a consequence, they have been studied extensively to see what ...
The aim of this thesis was to investigate and identify the elements of gamification used in learning...
Gamification is the concept of applying game-design thinking to non-game applications to make them m...
Gamification is used in a wide range of industries to motivate user engagement and increase the util...
In this study, we have explored a new area called ’gamification’ – a word and concept that was first...
In recent years, the term Gamification has been used to describe the integration of game elements in...
Gamification is a novel method to improve engagement, motivation, or participation in non-game conte...
While digitalization is changing the way we work and live, new methods and strategies are needed for...
Gamification is the application of game dynamics and mechanics to solve problems and engage users in...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...