Spelifiering: En fallstudie med fokus på framställning och slutgiltigt värde
Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Gamification : A case study with focus on production and final value (English)
This bachelor thesis is an exploratory investigation about the phenomenon 'Gamification', which by some definitions is about implementing game elements into non-game contexts. For example exercise services as Runkeeper and Nike Plus who both are available on android and iOS platforms. This study is mainly about the potential value of gamified systems and services for companies and its users and how such a system or service is developed. The thesis also discusses the development aspect of gamified systems in order to give the reader a more ‘in depth’ understanding about the phenomenon. This has been achieved by visiting businesses, by studying marketing – and motivational theories and then connect those theories to the theory about gamification. After this case study have we been able to draw the conclusion that an essential part of gamification is the occurrence of real time calculations and game elements. This means that high demands are put on the developer who has to have good knowledge about the different game elements and when these elements are applicable. The system architect has to work with the other developers in order to be able to pick the best software and hardware that can meet the demands of the service. Fast calculations and high performance are critical factors to be able to offer a good experience to the users of the service. We have also been able to conclude that the guests that has been using the service MySkiStar has become more active in their skiing. Exactly what types of business and customer values MySkiStar as a gamified service has generated is not possible to specify. The reason for this is that SkiStar has not done any follow up in order to map the different areas that we have been interested in. The final value of such a service is therefore merely based on speculations until an investigation has been done to map the value.
Place, publisher, year, edition, pages
2014. , 91 p.
Gamification, Value, Production.
Spelifiering, Värde, Framställning.
IdentifiersURN: urn:nbn:se:liu:diva-111851ISRN: LIU-IEI-FIL-G-14/01239-SEOAI: oai:DiVA.org:liu-111851DiVA: diva2:761042
Subject / course