Sökning: "gamified mobile application"

Visar resultat 1 - 5 av 18 uppsatser innehållade orden gamified mobile application.

  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. Persuasive Language Learning - Qualitative research on user engagement in the persuasive system design of Duolingo

    Kandidat-uppsats, Jönköping University/Tekniska Högskolan

    Författare :Sofie Kastelli; Napsugár Takács; [2023]
    Nyckelord :Persuasion; Gamification; User-engagement; Duolingo; MALL; mobile-learning; mobile-language-learning; gamified interaction design;

    Sammanfattning : Duolingo is a popular mobile language-learning application that has been around the market since 2012 and has been researched in its language-learning abilities. It is crucial for mobile language learning applications to keep their users interested, nevertheless, as users easily lose interest in continuing their language study. LÄS MER

  3. 3. Applying gamification to raise awareness of an individual’s water consumption

    Master-uppsats, Malmö universitet/Institutionen för datavetenskap och medieteknik (DVMT)

    Författare :Samina Hossain; [2022]
    Nyckelord :Gamification; game elements; game design; raising awareness; net water consumption; virtual water consumption; water sustainability; water consumption; domestic water consumption;

    Sammanfattning : Water is essential to life, but it is becoming inadequate, even in Europe. In central, western, and a few parts of northern and northeastern Europe, water availability is facing challenges due to the impacts of climate change. LÄS MER

  4. 4. Perceived effect from using a gamified app developed to reduce employee greenhouse emissions

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

    Författare :Oliver Shin; [2022]
    Nyckelord :Digital Behavior Change Interventions; DBCI; Greenhouse Gas Emissions; Sustainable behavior; Gamification;

    Sammanfattning : This study has focused on investigating the perceived effect on knowledge, retention and engagement from using a gamified app developed to reduce employee greenhouse emissions. Data was gathered using a “deed-based” mobile application at a large nordic commercial IT company. LÄS MER

  5. 5. Mobile application to encourage change in favor of the environment: A quantitative study of the persuasive effect of a gamified app on cognitive and psycho-social variables

    Master-uppsats, Lunds universitet/Graduate School

    Författare :Michaela Hautamäki Bengtsson; [2022]
    Nyckelord :gamified mobile application; sustainability; pro-environmental behavior; attitudes; behavior intent; locus of control; persuasion; Social Sciences;

    Sammanfattning : Human-induced climate change continues to have a disproportionate negative impact on people and the planet. The human dimension must be included to make a change to reduce the environmental challenges we are facing. As mobile digital technologies have developed, the use of gamification has emerged as a way to promote pro-environmental behavior. LÄS MER