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Targeting gamification applications to increase user participation

Hulsebosch, Marc (2013) Targeting gamification applications to increase user participation.

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Abstract:As advances in Information Technology allow us to digitize everything around us, new applications arise. One of these is gamifcation: the use of game design elements in non-game contexts. More and more (IT-)suppliers offer services to implement gamifcation in their customers' organizations. What should be considered when starting such a project? What are critical success factors to get users involved? This paper is aimed at identifying ways to improve user involvement, specifcally by targeting a target audience by its demographics. It aims to do so through literature research and interviews about completed projects. The goal of this research is to add an overview of not only the aforementioned success factors but also a view on if and how they are applied.
Item Type:Essay (Bachelor)
Faculty:EEMCS: Electrical Engineering, Mathematics and Computer Science
Subject:54 computer science, 85 business administration, organizational science
Programme:Business & IT BSc (56066)
Link to this item:https://purl.utwente.nl/essays/68094
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