Sisäisen motivaation kehittäminen mobiilihyvinvointisovelluksilla
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2017Access restrictions
This material has a restricted access due to copyright reasons. It can be read at the workstation at Jyväskylä University Library reserved for the use of archival materials: https://kirjasto.jyu.fi/en/workspaces/facilities.
Tässä tutkielmassa tarkastellaan, voiko sisäistä motivaatiota kehittää mobiilihyvinvointisovelluksella, ja mitä mobiilihyvinvointisovelluksen suunnittelussa pitää huomioida käyttäjän motivaation tukemisen kannalta. Tutkielma on suoritettu kirjallisuuskatsauksena. Sisäinen motivaatio on synnynnäinen piirre ihmisissä.
Tutkielmassa havaitaan sisäisen motivaation kehittämisen mobiilihyvinvointisovelluksella
olevan mahdollista vain, mikäli käyttäjällä on sisäinen
kiinnostus tavoitteen saavuttamiseksi. Tällöin on useita tekijöitä, joilla voidaan
tukea ja edistää sisäistä motivaatiota. Muussa tapauksessa mobiilihyvinvointisovelluksella
voidaan edistää käyttäjän ulkoista motivaatiota, jos se sisältää
autonomian ja kompetenssin piirteitä. Mobiilihyvinvointisovelluksen suunnittelussa
tulee huomioida käyttäjäkokemus, suostuttelevat elementit sekä pelillistäminen. Developing intrinsic motivation with mobile well-being applications. The goal in this thesis is to study if it is possible to develop intrinsic motivation with mobile well-being application and what things should be acknowledged when designing a mobile well-being application to motivate users. The study is conducted as a literature review. Intrinsic motivation is a natural feature in human beings. In this study, it is noticed that it is possible to develop intrinsic
motivation only if the user has intrinsic interest in achieving the goal activity or
behavioral change. In this case, there are many factors that can help with supporting and developing intrinsic motivation even more. If not, it is possible to
support and develop extrinsic motivation, when it contains feelings of autonomy
and competence. When designing a mobile well-being application, developers
should acknowledge user experience, persuasive elements and gamification.
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- Kandidaatintutkielmat [4424]
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