Sökning: "gamified workplace"

Visar resultat 1 - 5 av 6 uppsatser innehållade orden gamified workplace.

  1. 1. Interrupting prolonged sitting behavior with gamification: Mobile adaptation of the break reminder desktop app Liopep

    Kandidat-uppsats, Linköpings universitet/Institutionen för datavetenskap

    Författare :Angelica Caridad Hernandez Cerutti; [2023]
    Nyckelord :;

    Sammanfattning : The present work aims at guiding the design transition of the break reminder desktop application Liopep to a mobile platform. The goal is to improve and adapt the gamified intervention to address sedentary behavior at an organizational level. LÄS MER

  2. 2. Effects of Gamified E-learning: From an employee’s perspective

    Magister-uppsats, Lunds universitet/Institutionen för informatik

    Författare :Maria Karred Larsen; Hamed Esfandiari; [2022]
    Nyckelord :Gamification; E-Learning; Workplace; Employee; Causal-chain Framework; Business and Economics;

    Sammanfattning : The purpose of this study is to examine the influence of gamification on employees in the workplace. Despite the fact that gamification is a relatively recent phenomenon, numerous studies have already been undertaken to develop the concept's theoretical foundation. LÄS MER

  3. 3. The use of gamified learning experiences to drive reskilling

    Magister-uppsats, Linnéuniversitetet/Institutionen för informatik (IK)

    Författare :Mathias Norhardt; [2021]
    Nyckelord :Gamification; Reskilling; digitally gamified learning experiences;

    Sammanfattning : Before the start of the industrial revolution the workplace has been ever changing with introduction of technologies. With the adoption of automation and artificial intelligence this marks an acceleration shift compared to the past. LÄS MER

  4. 4. Gamification across borders: The impact of culture

    Master-uppsats, Göteborgs universitet/Graduate School

    Författare :Allan Guhl; [2017-09-05]
    Nyckelord :gamification; gamification design; international business; culture; national culture; organizational culture;

    Sammanfattning : Engagement and motivation in the workplace have always been major elements at stake, and among other tools, gamification, widely defined as the use of game design elements in non-game contexts, intends to add another layer to the conventional way of working by calling for the inherent attraction of human-beings for play. However, even if gamification studies tend to agree on a concept of ​meaningful gamification that should be designed with the user in focus to fit one’s characteristics, needs and preferences, research has not yet raised the potential importance of culture as a central area of focus when designing gamification. LÄS MER

  5. 5. Den spelifierade arbetsplatsen : ett medarbetarperspektiv på motivation

    Kandidat-uppsats, Uppsala universitet/Institutionen för pedagogik, didaktik och utbildningsstudier

    Författare :Max Eklund; Elin Harry; [2017]
    Nyckelord :gamification; motivation; workplace; employees; experiences; management; self-determination theory; expectancy theory; staff; working life; well-being; intrinsic motivation; extrinsic motivation; spelifiering; motivation; arbetsplats; anställda; upplevelser; styrning; förväntansteorin; self-determination theory; personal; arbetslivspedagogik; trivsel; inre motivation; yttre motivation;

    Sammanfattning : Denna studie syftar till att bidra med kunskap om hur anställda upplever motivation i samband med användandet av ett spelifieringsprogram. Detta har konkretiserats med hjälp av frågeställningarna ”På vilket sätt påverkar spelifieringen de anställdas motivation?” och ”Vilka konsekvenser upplever anställda att spelifieringen har för deras arbetssituation?” För att behandla frågeställningarna har åtta semistrukturerade intervjuer med anställda genomförts hos ett företag som använder sig av ett spelifieringsprogram. LÄS MER