Gamification apps - kan de gøre din hverdag sjovere?

Simon Wolter Strate, Malik Bahloul, Lukas Christensen, Nanna Westenholz Handberg, Stephanie Jacqueline Apao Varum & Anna Schjøtt Hansen

Studenteropgave: Fagmodulprojekt

Abstrakt

In this project, written in the field of psychology, we seek to unfold how gamification theory

is used as a potential motivational tool in mobile applications. To get an understanding of

gamification, we use the schools of behaviourism and critical psychology, to understand what

motivates people into changing behaviour, and stay motivated in doing so. We explore the

everyday life context as a condition of how users prioritize their time, which becomes important

when you want to understand, what can stand in the way of a motivation application

functioning. Furthermore, we raise questions as to whether gamification applications are

successful in incorporating gamification in a meaningful way. We implement the different

schools of psychology to analyse and discuss the possibilities and shortcomings of

gamification.

UddannelserPsykologi, (Bachelor/kandidatuddannelse) Bachelor
SprogDansk
Udgivelsesdato20 dec. 2016
Antal sider99
VejledereTine Jensen

Emneord

  • Gamification
  • Psykologi
  • Behaviorisme
  • Kritisk Psykologi
  • Skinner
  • Dagbøger
  • Eksperiment