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Drivkrafter bakom mobilspelande: En observationsstudie av medieteknikstudenters mobilspelsanvändning
KTH, School of Computer Science and Communication (CSC).
KTH, School of Computer Science and Communication (CSC).
2014 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [sv]

Mobiltelefoner med internetuppkoppling har blivit allt viktigare i människors liv. I och med det har många funktioner och applikationer utvecklats för underhållningsändamål, som exempelvis spel. Forskning om varför personer attraheras av och fastnar för mobilspel är idag begränsad även om studier kring andra spelplattformar finns.

Syftet i denna studie är att ta reda på vad det är som driver användare till att spela spel samt vilka specifika element som bidrar till fortsatt spelande. För att svara på detta genomfördes en kvantitativ enkätstudie samt en mer fokuserad delstudie där en mindre testgrupps mobilspelsvanor undersöktes. Fyra olika motivationsteorier har använts vilka var: Murrays behovsteori, Maslows behovstrappa, Fogg Behavior Model och målteori. Dessa har applicerats på de svar som insamlats för att tolka resultaten.

Resultaten visar på att den viktigaste drivkraften till mobilspelande är att människor tillfredsställs av att uppnå nya mål. Användare motiveras, i första hand, till fortsatt spelande genom specifika element som tillåter dem att kunna se sin egen utveckling.

Abstract [en]

Mobile phones with Internet access have becomeincreasingly more important in people’s lives. Therefore, many features and applications have been developed for entertainment purposes, such as gaming. Research on why people are attracted to and continue playing mobile games is currentlylimited, although studies on other gaming platformsare available.

This study aimed to find what drives users toplay games and what specific elements contributeto further gaming. To answer this, a quantitativequestionnaire together with a smaller and more focused collection of mobile user habits was implemented. Four different motivation theories have been used which were: Murray’s need theory, Maslow’s hierarchy of needs, Fogg Behavior Model and goal theory. These were applied to the collected responses to interpret the results.

The results show that the key force of mobile gaming is that people get satisfaction from fulfilling new objectives. Users are motivated, first and foremost, to continue playing due to specific elements that allow them to see their own development.

Place, publisher, year, edition, pages
2014.
National Category
Media and Communication Technology
Identifiers
URN: urn:nbn:se:kth:diva-145899OAI: oai:DiVA.org:kth-145899DiVA: diva2:721014
Educational program
Master of Science in Engineering - Media Technology
Supervisors
Examiners
Available from: 2014-07-03 Created: 2014-06-03 Last updated: 2014-07-03Bibliographically approved

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CiteExportLink to record
Permanent link

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Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
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  • rtf