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dc.contributor.authorGulbrandsøy, Nicolai
dc.date.accessioned2017-11-30T11:06:55Z
dc.date.available2017-11-30T11:06:55Z
dc.date.issued2017-07-08
dc.date.submitted2017-07-07T22:00:06Z
dc.identifier.urihttp://hdl.handle.net/1956/16961
dc.description.abstractThe principal goal of this thesis was to research gamification and its relation to user satisfaction and user retention, and to see how gamification can be implemented to achieve a satisfying user experience. The main research questions posed for this thesis were: “How can gamification offer more engaging interaction in an application?” and “Can elements from gamification make users more inclined to keep using an application?” In order to answer these questions a set of methods were utilized. These methods included interviews, review of existing services, “quick and dirty”, user testing, and guerrilla testing. For the purpose of having a clear focus, a specific domain was selected, namely the education of prospective drivers. A prototype was iteratively developed with the participation of drivers ed professionals, people with a drivers license, people without a driver’s license, and finally people currently in pursuit of their license. Ultimately, the last iteration with a prototype deemed worthy was tested with the aforementioned students currently in pursuit of their drivers license class B.en_US
dc.language.isoengeng
dc.publisherThe University of Bergeneng
dc.subjectgamificationeng
dc.subjectevaluationeng
dc.subjectinteraction designeng
dc.subjectDECIDE-frameworkeng
dc.subjectqualitative approacheng
dc.titleGamification of Drivers Ed Theoryeng
dc.typeMaster thesisen_US
dc.date.updated2017-07-07T22:00:06Z
dc.rights.holderCopyright the author. All rights reserved.en_US
dc.description.degreeMasteroppgave i informasjonsvitenskap
dc.description.localcodeINFO390
dc.description.localcodeMASV-INFO
dc.subject.nus735115eng
fs.subjectcodeINFO390
fs.unitcode15-17-00


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