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1.
Gamification: Improvement of the user experience in ubiquitous applications for health and well-being of people
Nenad Naranđa, 2017, master's thesis

Abstract: The goal of this work was to explore gamification in the healthcare domain with regards to fitness in order to understand how and which gamification mechanics can improve user experience in ubiquitous applications. This possible influence was tested conducting a survey in which the participants evaluated first the fitness application 30 Day Fit Challenge Workout and then its impact on their motivation. The results showed that the gamification mechanics did increase motivation (progression the most significantly, achievements the least), and therefore improved the user experience. Female participants felt more motivated than male ones.
Keywords: gamification, user experience, motivation, ubiquitous applications, health and well being
Published in DKUM: 20.02.2017; Views: 1175; Downloads: 247
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2.
USE OF GAMIFICATION IN EVERYDAY LIFE
Ana Filip, 2015, master's thesis

Abstract: Gamification is the use of game-designed elements and techniques in non-game related context. It is a relatively new concept that can be used in education, business, and in everyday life.The thesis presents different aspects of gamification use in everyday life. The author of the work has sought to explore how many people and to what extent they know the concept of gamification, what they think about it and whether they agree that such a concept gives positive results in various fields. This study included the fields of: education, healthy living and marketing.
Keywords: gamification, user experience design, user engagement
Published in DKUM: 05.06.2015; Views: 1388; Downloads: 196
.pdf Full text (2,84 MB)

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