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Gamification och miljö: vägen till miljövänligare transportval via motiverande spelmekanismer
Kristianstad University, School of Health and Society.
2016 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Gamification and environment : A journey to greener transport choices through motivating game mechanics (English)
Abstract [sv]

Tidigare mänskliga aktiviteter påverkar de klimatförändringarna som vi ser idag. Ett miljövänligare val i en stadsmiljö är att använda kollektivtrafiken, men både bilar och bussar släpper ut mängder av koldioxid och farliga partiklar. Det optimala hade varit att få fler människor att välja cykeln istället för bilen eller kollektivtrafiken eftersom användningen av cyklar inte påverkar miljön eller människors hälsa negativt.

För att ändra människors beteende genomfördes en studie om vilka gamification-mekanismer som skulle kunna fungera inom detta område. Målgruppen tillhörde till största del spelarkategorin fria själar men blev motiverade av mekanismer från alla olika kategorier. Man kan utifrån resultatet dra slutsatsen att ifall man ska använda sig av gamification inom detta område behöver man jobba på olika sätt mot olika målgrupper och framför allt hitta vilka olika grupper som finns och vilka mekanismer som motiverar de olika gupperna för att ta fram de mest optimala mekanismerna.

Abstract [en]

Former human activities that happened in the past affect the climate change that we see today. An environmentally friendly choice in an urban environment is to use public transport, but cars and buses emit amounts of carbon dioxide and hazardous particles. The ideal would have been to get more people to choose a bike instead of a car or public transport because the use of bicycles does not affect the environment or human health negative. A study was conducted on the gamification mechanics in order to change people’s behavior. The target group belonged mostly to the user category “free spirits” but they were also motivated by game mechanics from every user category. The results from the study conclude that if one should make use of gamification in this area then they need to work in different ways to approach different audiences and to find different groups of gamers. One should also find various game mechanics that motivate the users to be able to develop the most optimal platform for motivation.

Place, publisher, year, edition, pages
2016. , p. 41
Keywords [en]
Gamification, Informatics, environment, behavior, motivation
Keywords [sv]
Gamification, informatik, miljö, beteende, motivation
National Category
Information Systems
Identifiers
URN: urn:nbn:se:hkr:diva-16457OAI: oai:DiVA.org:hkr-16457DiVA, id: diva2:1068483
Subject / course
Informatics
Educational program
Digital design
Uppsok
Technology
Supervisors
Examiners
Available from: 2017-02-10 Created: 2017-01-24 Last updated: 2018-01-13Bibliographically approved

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File name FULLTEXT01.pdfFile size 1646 kBChecksum SHA-512
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Type fulltextMimetype application/pdf

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CiteExportLink to record
Permanent link

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Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
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More styles
Language
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  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
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