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Upplev mera, spelifiera! Eller?: En experimentdriven dagboksstudie om hur spelifiering påverkar användarupplevelsen av digitalt medierad sysslohantering
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
2022 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Gamify more, experience more – right? : An experiment driven diary study on how gamification affects the user experience of task management applications (English)
Abstract [en]

Since 2013 gamification has been applied in a number of domains, among these task management applications (TMA), to achieve positive effects. However, a discrepancy has been found regarding expected results and those of applying the method to TMA. This study has conducted a field experiment to evaluate the user experience of two instances of a web-based TMA called Att.Göra. One instance was gamified (AG.Play), while the other was not (AG). 14 respondents were asked to evaluate their user experience through diaries over a one week period. Through thematic analysis of the resulting data, this study concludes that gamification can affect the user experience by heightening the experience of hedonic attributes, lowering expectations regarding pragmatic attributes and increasing motivation for continued usage. However, this may not be enough to sustainably satisfy user needs, since the aim of TMA is to aid users in pragmatically oriented activities rather than hedonic.

Abstract [sv]

Sedan 2013 har spelifiering applicerats inom olika områden, bland annat digitalt medierad sysslohantering (DMSH), för att uppnå positiva effekter. Tidigare forskning visar dock på en diskrepans i väntade utfall vid bruk av metoden och resultat inom området. Studien har nyttjat fältexperiment för att utvärdera användarupplevelsen av två instanser av en nätbaserad DMSH kallad Att.Göra. En instans spelifierades (AG.Play) och en inte (AG). 14 deltagare läts utvärdera sin användarupplevelse genom dagböcker under en veckas tid. Genom tematisk analys av den resulterande empirin har denna studie funnit att spelifiering kan påverka användarupplevelsen av DMSH genom att förhöja upplevd hedonik, sänka förväntningar på pragmatisk förmåga samt öka motivation tillfortsatt användning. Detta riskerar dock inte vara nog för att tillfredsställa användarens behov långsiktigt, då det primära syftet med DMSH är att understödja användare i pragmatiskt orienterade aktiviteter snarare än hedoniska.

Place, publisher, year, edition, pages
2022. , p. 55
Keywords [en]
Task management applications, user experience, human-computer interaction, gamification, Hassenzahls hedonic/pragmatic model, self-determination theory
Keywords [sv]
Digitalt medierad sysslohantering, användarupplevelse, människa-datorinteraktion, spelifiering, Hassenzahls pragmatiska/hedoniska modell, självbestämmandeteori
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:sh:diva-49678OAI: oai:DiVA.org:sh-49678DiVA, id: diva2:1686255
Subject / course
Media Technology
Supervisors
Examiners
Available from: 2022-08-10 Created: 2022-08-09 Last updated: 2025-10-07Bibliographically 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