Using gamification in apps that are not traditionally games is a relatively well-known and used concept. The purpose is often to increase the usage of and interaction with the app by implementing game elements. Criticism has risen from researchers that effects from game elements have not been studied enough. This study has used theories on how game elements can motivate behaviour together with theories on habit change, to research how game elements affect habit forming in the app Habitica. This was done through a qualitative study with 9 university students. The students used the app for two weeks while trying to form two habits, and were then interviewed about their experience from the game elements in the app. The conclusion was that the ...
Spelifiering börjar bli ett vedertaget begrepp, speciellt inom forskningsområden såsom MDI (Människa...
The aim of this thesis was to investigate and identify the elements of gamification used in learning...
Society today is characterized by the transforming effect IT has had, the majority of the activities...
Using gamification in apps that are not traditionally games is a relatively well-known and used conc...
Today, the climate has become an increasingly important question where consumption is one of the mai...
There are enormous amounts of applications available today, which makes the market highly competitiv...
Introduction: Gamification in fitness applications is aboutstimulating and motivating users to incre...
The purpose of the study is to investigate how digitalgaming experience affects how motivated studen...
This study explores a learning tool that uses gamification. Gamification refers to the act of using ...
Gamification is the use of elements and mechanics from the video-game industry in contexts which are...
AbstractE-learning applications are used both during school and at leisure and must be designed for ...
In the modern and digitized Swedish society of today, many people live comfortably, not having to do...
To encourage and increase the motivation to physical activity by using new information and communica...
Gamification in informationsystem and it´s influence on the users is processed in this study. Gamifi...
Spelifiering börjar bli ett vedertaget begrepp, speciellt inom forskningsområden såsom MDI (Människa...
The aim of this thesis was to investigate and identify the elements of gamification used in learning...
Society today is characterized by the transforming effect IT has had, the majority of the activities...
Using gamification in apps that are not traditionally games is a relatively well-known and used conc...
Today, the climate has become an increasingly important question where consumption is one of the mai...
There are enormous amounts of applications available today, which makes the market highly competitiv...
Introduction: Gamification in fitness applications is aboutstimulating and motivating users to incre...
The purpose of the study is to investigate how digitalgaming experience affects how motivated studen...
This study explores a learning tool that uses gamification. Gamification refers to the act of using ...
Gamification is the use of elements and mechanics from the video-game industry in contexts which are...
AbstractE-learning applications are used both during school and at leisure and must be designed for ...
In the modern and digitized Swedish society of today, many people live comfortably, not having to do...
To encourage and increase the motivation to physical activity by using new information and communica...
Gamification in informationsystem and it´s influence on the users is processed in this study. Gamifi...
Spelifiering börjar bli ett vedertaget begrepp, speciellt inom forskningsområden såsom MDI (Människa...
The aim of this thesis was to investigate and identify the elements of gamification used in learning...
Society today is characterized by the transforming effect IT has had, the majority of the activities...