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Spela ditt företag till engagemang
Malmö University, Faculty of Technology and Society (TS).
2018 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [sv]

Denna uppsats undersöker begreppet spelifiering och dess funktion i kontext till motivation. Intentionen med uppsatsen är att läsaren ska kunna få en ökad kunskap inom ämnet, samt förstå hur ett arbete kan se ut inom spelifierings-projekt. Uppsatsen baseras på två fallstudier där två intervjuer och tre observationer har genomförts vid olika tillfällen. Intervjuer och observationer har gjort hos GreenHatPeople som arbetar med att ta fram spelifieringar och intervju med kunden NordLock har även genomförts. Observationer under ett projekt mellan GreenHatPeople och handbollsklubben HK Malmö har också gjorts. Projektet har gått ut på att engagera publiken vid de timeouts som äger rum i en handbollsmatch genom att implementera en spelifiering vid de tillfällena. Resultatet presenterar betydelsefulla aspekter som företag kan se till vid spelifierings-projekt. Motivation, kul, lärande, och information är några av de aspekter som visats vara betydelsefulla och som kan placeras i en iterativ process. Genomförandena av spelifierings-projekten inkluderar flera olika faser. Bland annat uppstart med information, spelifierings-insatserna, samt feedback. Slutsatserna konstaterar att utformningen av genomförandet i spelifierings-projekt kan variera, men att det finns ett liknande mönster mellan båda fallstudierna. Information tilldelas deltagarna, den digitala spelifierings-satsningen sker och feedback tilldelas deltagarna. Slutsatserna belyser även de aspekter som indikerats vara essentiella för en funktionell arbetsprocess inom projekt med spelifieringar.

Abstract [en]

This essay examines the concept of gamification and its purpose in context of motivation. The intention of the essay is to provide the reader with an increased knowledge of the subject as well as an understanding of how a project with gamification can be done. The essay is based on two case studies where two interviews and three observations have been conducted on different occasions. Interviews and observations have been made with GreenHatPeople who works with gamification. Interviews with the customer NordLock and observations of a project between GreenHatPeople and the handball-club HK Malmö has also been made. The goal of the project has been to engage the audience more when timeouts occur during the game through implementing gamification at these moments. The result presents significant aspects that companies can consider before starting a gamification-project. Motivation, fun, learning, and information are some of the aspects that has been shown to be important. These are also aspects that can be places in iterative processes regarding gamification. Implementation of the case studies include several phases. Among other things, startup with information, gamification-effort, and feedback. The findings conclude that the design of implementation of gamification-projects may vary, but there is a similar pattern between both case studies. Information is assigned to the participants, the digital gaming effort takes place and feedback is awarded to the participants. The conclusions also highlight the aspects indicated to be essential for a functional work process in gamification-projects.

Place, publisher, year, edition, pages
Malmö universitet/Teknik och samhälle , 2018. , p. 62
Keywords [sv]
Gamification, Spelifiering, Motivation, inre motivation, yttre motivation, engagemang, process, kul, Self Determinition Theory
National Category
Engineering and Technology
Identifiers
URN: urn:nbn:se:mau:diva-20907Local ID: 26052OAI: oai:DiVA.org:mau-20907DiVA, id: diva2:1480791
External cooperation
GreenHatPeople
Educational program
TS Produktionsledare - Media
Supervisors
Examiners
Available from: 2020-10-27 Created: 2020-10-27Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
  • ieee
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