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En kvalitativ studie om effekterna av gamification och dess användningsområden inom museiverksamheter i Sverige
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
2024 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [sv]

Gamification är ett fenomen som betecknar spel liknande element som används för att driva fram motivation och beteendeförändring. I studien undersöks tillämpningen av gamification inom museiverksamheter, med fokus på hur gamification kan påverka inre- och yttre motivation samt tillgängligheten av applikationen. Syftet med studien är att studera hur olika museiverksamheter använder gamification, för att ta reda på användningen av applikationen samt om de kan öka motivationen inom museiverksamheter. Semi-strukturerade intervjuer utfördes och med hjälp av ett strategiskt urval valdes sex respondenter ut som jobbar på olika museum i Sverige, med olika erfarenheter av gamification som applikation på museum. Med olika synvinklar och aspekter av ämnet diskuteras användningen av gamification inom museiverksamheter.

Resultatet indikerade att gamification inom museiverksamheter kan appliceras på olika sätt och har inverkan på engagemang, motivation, deltagande och på ett förenklat sätt sprida kunskap och information till besökaren.

Abstract [en]

Gamification is a phenomenon that denotes game similar elements used to drive motivationand behavior changes. The study examines the application of gamification in museum businesses, focusing on how gamification can affect the internal and external motivation and the availability of the application. The purpose of the study is to study how different museum businesses use gamification, to find out the use of the application and whether they can increase motivation in museum businesses. Semi-structured interviews were conducted and with the help of a strategic selection, six respondents were selected who work at different museums in Sweden, with different experiences of gamification as an application at the museum. With different points of view and aspects of the subject, the use of gamification in museum activities is discussed.

The results indicated that gamification within museum businesses can be applied in various ways and has an impact on engagement, motivation, participation and in a simplified way disseminating knowledge and information to the visitors.

Place, publisher, year, edition, pages
2024. , p. 46
Keywords [en]
gamification, self-determination theory, intrinsic motivation, extrinsic motivation, new museology, museums
Keywords [sv]
gamification, self-determination theory, inre motivation, yttre motivation, new museology, museiverksamheter
National Category
Natural Sciences Computer and Information Sciences Computer and Information Sciences Human Computer Interaction Media and Communications
Identifiers
URN: urn:nbn:se:sh:diva-55102OAI: oai:DiVA.org:sh-55102DiVA, id: diva2:1907861
Subject / course
Media Technology
Supervisors
Examiners
Available from: 2024-10-25 Created: 2024-10-23 Last updated: 2025-02-18Bibliographically 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