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Spelifiering inom träningsapplikationer och dess inverkan påyttre motivation

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  • معلومة اضافية
    • بيانات النشر:
      Mittuniversitetet, Institutionen för data- och systemvetenskap
    • الموضوع:
      2021
    • Collection:
      Mid Sweden University: Publications (DiVA)
    • نبذة مختصرة :
      Introduction: Gamification in fitness applications is aboutstimulating and motivating users to increase physicalactivity performance through implemented game elements.This study hopes to strengthen the image of gamification asan effective motivation-boosting strategy, to counteract theeffects that a sedentary lifestyle has on the health ofindividuals through the increasing digitalization of society.Purpose and Methods: The purpose of this study is toinvestigate how extrinsic motivation can affect users ofgamified fitness applications to perform physical activity.This study used mixed methods and a combination of aquantitative and a qualitative method with a parallel designused to combine the quantitative and qualitative dataanalysis results. Results: This study can provide users withsupport in choosing fitness applications based on theirtraining habits and facilitate the development of trainingapplications by helping to create an understanding ofindividual game elements that affect potential users. As wellas provide a better understanding of how gamification infitness applications can positively impact users' motivationand how to avoid the negative aspects gamification in fitnessapplications can bring. Conclusions: Game elements cancontribute to performing physical activity to varyingdegrees. Users who act after external regulation orintrojection tend to have a weaker connection to the activitybeing performed. While users who act after identification, orintegration tend to have a stronger connection to the activitybeing performed. ; Introduktion: Spelifiering inom träningsapplikationerhandlar om att stimulera och motivera användare till ett ökatutförande av fysisk aktivitet genom implementeradespelelement inom applikationer. Genom den ökandedigitalisering i samhället hoppas denna studie kunna stärkabilden av spelifiering som en effektiv motivationshöjandestrategi för att motarbeta de effekter som en sedentär livsstilhar på individers hälsa. Syfte och Metod: Syftet med dennastudie är att undersöka hur yttre ...
    • File Description:
      application/pdf
    • Relation:
      http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-43210
    • الدخول الالكتروني :
      http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-43210
    • Rights:
      info:eu-repo/semantics/openAccess
    • الرقم المعرف:
      edsbas.9016E50D