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Gamification inom träningsapplikationer
KTH, School of Computer Science and Communication (CSC).
KTH, School of Computer Science and Communication (CSC).
2013 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [sv]

Inom denna studie analyseras grundpelarna inom gamification-teori samt hur dessa kan

implementeras i en löpträningsapplikation för att öka användarens träningsmotivation. Syftet med

studien var att finna vilket intresse som fanns för att utveckla motivationshöjande

träningsapplikationer med hjälp av konceptet gamification samt vilka som ansågs vara de

viktigaste funktionerna för användaren. Under studien så har enkätsvar från 40 personer genererat

grunden för en prototypspecifikation som senare analyserades genom intervjuer med sex personer

som föll inom ramen för vår målgrupp vardagsmotionärer. Det huvudsakliga resultatet påvisade ett

övervägande intresse för gamification inom träningsapplikationer, där funktioner som behandlar

statistik, achievements, tävlan med eller mot andra motionärer samt erfarenhetspoäng ansågs vara

viktigast. Allt detta under förutsättning att användandet av dessa funktioner upplevs som ett eget

aktivt val och inte som ett krav från applikationen.

Abstract [en]

This study focus on the foundations of the concept gamification and how they can be applied within

a physical exercise application to increase the users will to exercise. The aim of the study was to

find what amount of interest there is in developing an application that uses gamification to motivate

the user to exercise, and what the user considers to be most important features of the application.

Survey answers from 40 different persons was used to develop a specification for a prototype, and

this specification was later on analyzed in interviews by six participants that exercise as nonprofessionals.

The main result indicates a significant interest in gamification applied to physical

exercise applications, where the user considered the most important features to be statistical data,

achievements, competing with or against other people and experience points. This is under the the

assumption that the user personally have made the choice to use these features, and that it's not

dictated by the application.

Place, publisher, year, edition, pages
2013.
Series
Kandidatexjobb CSC, K13216
National Category
Media Engineering
Identifiers
URN: urn:nbn:se:kth:diva-136822OAI: oai:DiVA.org:kth-136822DiVA: diva2:677259
Educational program
Master of Science in Engineering - Media Technology
Supervisors
Examiners
Available from: 2013-12-13 Created: 2013-12-09 Last updated: 2013-12-13Bibliographically approved

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File name FULLTEXT01.pdfFile size 692 kBChecksum SHA-512
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Type fulltextMimetype application/pdf

Other links

http://www.csc.kth.se/utbildning/kandidatexjobb/medieteknik/2013/rapport/henriks_olof_OCH_lindstrom_david_K13016.pdf
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School of Computer Science and Communication (CSC)
Media Engineering

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CiteExportLink to record
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Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
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More styles
Language
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  • en-GB
  • en-US
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  • sv-SE
  • Other locale
More languages
Output format
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