Sökning: "Gamification"

Visar resultat 1 - 5 av 264 uppsatser innehållade ordet Gamification.

  1. 1. NÅ NÄSTA NIVÅ MED GAMIFICATION En studie kring tillämpning och potentiella nyttoeffekter av gamification

    Kandidat-uppsats, Institutionen för tillämpad informationsteknologi

    Författare :Maria Berjaoui; Marcus Palmqvist; [2019-08-07]
    Nyckelord :gamification; nyttoeffekter; spel; spelmekanismer; tillämpning;

    Sammanfattning : Games have long engaged and motivated players and the development of technologyhas made it possible to expand its use areas. Game mechanisms are no longer usedsolely in games but can be identified in areas such as in mobile applications, workplacesand educational contexts. LÄS MER

  2. 2. Bussresan som upplevelse : En fallstudie om digitala medier inom den lokala busstrafiken

    Kandidat-uppsats, Umeå universitet/Institutionen för informatik; Umeå universitet/Institutionen för informatik

    Författare :Viktor Parment; Jakob Segerström; [2019]
    Nyckelord :UX; Realtidsinformation; Gamification; Sociala medier; IoT; Kollektivtrafik;

    Sammanfattning : The purpose of this study is to examine which technical possibilities that exists within the local bus traffic and what impact it will have on travelers. To answer this purpose, we will examine the following question, how can digital experience promoted by IoT implementations make the buss journey a more interactive experience? The methods we used to find answers to the question was to do qualitative interviews and focus groups. LÄS MER

  3. 3. VIRTUAL AND REAL

    Master-uppsats, Lunds universitet/Industridesign

    Författare :Yifan Li; [2019]
    Nyckelord :Arts and Architecture; Technology and Engineering;

    Sammanfattning : According to the statistics from Programme for International Student Assessment (PISA) and Trends in International Mathematics and Science Study (TIMSS), a continuously declining trend is showed in Swedish kids' mathematical performance during recent years. In comparison with other OECD countries, the mathematical literacy of 15-year-old students in Sweden is almost below average. LÄS MER

  4. 4. The Dark Side of Emotional Intelligence within a Company Context : A multiple case study exploring the dark side of emotional intelligence within Swedish companies

    Magister-uppsats, Högskolan i Jönköping/IHH, Företagsekonomi; Högskolan i Jönköping/IHH, Företagsekonomi

    Författare :Anna Carlsson; Linnéa Lyrbäck; [2019]
    Nyckelord :Emotional Intelligence; The Dark Side of Emotional Intelligence; Emotional Manipulation; Emotional Management;

    Sammanfattning : Background:The society of the 21st century is shaped by a highly competitive environment and a vast amount of uncertainties. To stay competitive and up to date, people must manage other people and their emotions with excellence. LÄS MER

  5. 5. The Financial Value of Gamification : An Explorative Event Study to Investigate Investors Reactions to Gamification

    Master-uppsats, Blekinge Tekniska Högskola/Institutionen för industriell ekonomi; Blekinge Tekniska Högskola/Institutionen för industriell ekonomi

    Författare :Fredrik Engvall; David Fröström; [2019]
    Nyckelord :Gamification; Event study; Efficient market hypothesis;

    Sammanfattning : The use of gamification has increased in companies in recent years and is used among other things to accelerate learning, increase motivation and engagement. Gamification is defined as the use of game elements in a non-game context. This study aims to investigate whether the use of gamification raises the financial value of a company. LÄS MER