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Visar resultat 1 - 5 av 182 uppsatser som matchar ovanstående sökkriterier.

  1. 1. Badge It Up : The Effect of Gamification on Online Survey Response

    Kandidat-uppsats,

    Författare :Kim Siebeneicher; Edit Söderqvist; [2023]
    Nyckelord :Gamification; badges; online survey; motivation; volunteer; non-profit organisation; Gamification; medaljer; onlineenkät; motivation; volontär; ideell organisation;

    Sammanfattning : Collecting qualitative feedback from volunteers is essential but challenging for non-profit organisations. Gamification has been used in different contexts to try to improve users’ motivation, but has presented mixed results in the context of online surveys. LÄS MER

  2. 2. Exergame Analysis : Creating an exergame and evaluating game components and motion movement correlation

    M1-uppsats, Linköpings universitet/Institutionen för datavetenskap

    Författare :Isidor Karlsson; Xiao Liang; [2023]
    Nyckelord :MediaPipe; Godot; Exergame;

    Sammanfattning : As technology progresses, people start engaging in sedentary behaviour more and could raise the risk of getting health deficits such as cardiovascular diseases, cancer, and type-2 diabetes. Recent studies on how to prevent sedentary behaviour is to incorporate physical activity through exergaming. LÄS MER

  3. 3. Behavioural comparison of test and field executions of video games

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Chloé Marie Porion; [2023]
    Nyckelord :Software Testing; Field Monitoring; Test Monitoring; Video Games; Video Game Modding; Mjukvarutestning; Fältövervakning; Testövervakning; Videospel; Videospel Modding;

    Sammanfattning : Software developers write tests to ensure that their application behaves as intended. However, the behaviour of an application in production may deviate from the behaviours that are tested. This difference between test and field executions is rarely assessed in practice. LÄS MER

  4. 4. Gamification within the Metaverse : A quantitative study to understand how consumer engagement is influenced by gamification strategies in the Metaverse

    Kandidat-uppsats, Karlstads universitet/Handelshögskolan (from 2013)

    Författare :Maja Sveder; Emma Lundbäck; [2023]
    Nyckelord :Gamification; Metaverse; Games; Game elements; Consumer behaviour; Engagement; Motivation; Purchase intentions;

    Sammanfattning : Through the development of digitalization, the use of the Metaverse and the strategy of utilizing game elements for brands has increased. Therefore, this thesis purpose has been to understand, from the consumers perspective, if consumer engagement is influenced by gamification strategies used by brands in the Metaverse. LÄS MER

  5. 5. Sveriges bästa ekologiska kommun : en studie om Örebro kommuns implementering av den svenska livsmedelsstrategins inriktningsmål

    Kandidat-uppsats, SLU/Dept. of Urban and Rural Development

    Författare :Agnes Karlsson; [2023]
    Nyckelord :livsmedelsstrategi; implementeringsprocess; gräsrotsbyråkrater; handlingsutrymme; Örebro kommun;

    Sammanfattning : I en värld där problemen kring klimat och miljö blir allt större, måste vi anpassa våra vanor för att lämna över jorden till nästa generation. År 2017 trädde en nationell livsmedelsstrategi i kraft, där hela livsmedelskedjan är inkluderad. LÄS MER