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Spelifierings påverkan på motivation för fysisk aktivitet med utgångspunkt från Bartles taxonomi


To encourage and increase the motivation to physical activity by using new information and communication technology, in order to change our behaviours into a more healthy lifestyle, could be one approach to promote public health. In our study we examine how gamification, which is about implementing classical game design elements from the computer world in a non-gaming context, can be a tool to increase the motivation for physical activity. Since similar studies already have been done we chose to focus on analyzing how different player types from Bartle?s taxonomy can be affected by the usage of a gamification application. A group of students were therefore picked and during a two weeks? period they used the application Fitocracy where they logged their daily excercise. After these weeks? we compiled a result, asked questions about motivation and how it was affected by the usage of gamification. The results from our study indicates that gamification is a strong motivational element to an increased physical activity for those who usually don?t exercise a lot. On the other hand, those who exercise on a regular basis aren?t in the same need of implementing gamification as a tool to increase their physical activity. The player type named Achiever, the ones who do physical activity in order to accomplish their goals, is the group of people that gamification turned out to have the biggest impact on and among these the motivation increased most.

Författare

Fredrik Hagelin Mikael Knutsson

Lärosäte och institution

KTH/Skolan för datavetenskap och kommunikation (CSC)

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