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Hur Habitica stödjer de psykologiska behoven autonomy, competence och connectedness för bibehållen motivation: En kvalitativ studie av den digitala uppgiftshanteraren Habitica, gamification och inre motivation
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
2020 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

The task manager Habitica was studied to explain 1) How Habitica motivates by satisfying the psychological needs identified by SDT and 2) Why users keep using Habitica. Based on theories of gamification, motivation and the theoretical framework METUX an interview study was conducted with 10 participants followed by a thematic analysis. Personalization, avatars, responsibility toward party members and different rewards were identified as motivating factors. However, some participants experienced the opposite with some of the factors mentioned. The motivating factors identified by the study could be connected to one or more psychological needs, based on the theoretical framework of the study. More research is necessary to determine if the findings apply to other settings outside of the context of the study.

Abstract [sv]

Uppgiftshanteraren Habitica studerades för att svara på: 1) Hur tjänsten motiverar genom att tillfredsställa psykologiska behov från SDT och 2) Varför användare fortsätter att använda Habitica. Studien utgick från teorier om gamification, motivation och ramverket METUX. En intervjustudie utfördes med tio användare varpå en tematisk analys utfördes. Personlig anpassning, avatarer, socialt ansvar och olika belöningar identifierades som motiverande faktorer. Däremot hade vissa av dessa faktorer motsatt effekt i vissa fall. Motiverande faktorer som identifierats genom studien kunde kopplas till ett eller flera psykologiska behov. Dessa kopplingar gjordes utifrån studiens teoretiska ramverk. Mer forskning behövs för att avgöra om den här studiens fynd gör sig gällande i andra kontexter och i ett större sammanhang. 

Place, publisher, year, edition, pages
2020. , p. 55
Keywords [en]
Gamification, Self-determination theory, Habitica, Digital task-manager, HCI, METUX, Gameful ex-perience, User experience, Motivation, Wellbeing, Habits, Game design elements.
Keywords [sv]
Gamification, Self-determination theory, Habitica, Digital uppgiftshanterare, HCI, METUX, Spelfulla upplevelser, Användarupplevelser, Motivation, Välmående, Vanor, Spelelement.
National Category
Media and Communication Technology Human Computer Interaction
Identifiers
URN: urn:nbn:se:sh:diva-44952OAI: oai:DiVA.org:sh-44952DiVA, id: diva2:1543636
Subject / course
Media Technology
Uppsok
Technology
Supervisors
Examiners
Available from: 2021-04-13 Created: 2021-04-12 Last updated: 2021-04-13Bibliographically approved

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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf