Näytä suppeat kuvailutiedot

dc.contributor.advisorGhanbari, Hadi
dc.contributor.authorInegbedion, Usunobun
dc.date.accessioned2019-06-27T12:05:51Z
dc.date.available2019-06-27T12:05:51Z
dc.date.issued2019
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/64892
dc.description.abstractThis master’s thesis aims at studying how information system users from different cultural backgrounds perceive different gamification elements when they are deployed in information systems. An increasing amount of these applications are being embedded with gamification elements to boost use engagement and adoption. The thesis comprises a literature review from extant literature in the topic areas, theoretical frameworks to shore up the arguments set forth in the thesis and an empirical study. This topic is relevant for academics and industry practitioners. For academics, it helps broaden the conversation on gamification especially with respect to motivating users of information systems. It provides a theoretical framework to bolster the idea that gamification is more psychological than technical. It shows that by matching gamification elements to the cultural values of intended users, it is possible to use gamification more effectively. The empirical part of the study was conducted to investigate the propositions contained in the research framework. The study was conducted using qualitative methods and interview data was collected from two sets of respondents that represented two culturally distinct societies. The data was analysed and interpreted using qualitative content analysis. The study findings suggest that way information system users perceive gamification elements may be influenced by their cultural values. The results obtained are valid within the context of the study but are not generalisable due the limitations inherent in the study. The results also indicate that further research needs to be conducted in this subject area.en
dc.format.extent60
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.subject.otherCultural values
dc.subject.otherSocial interdependence theory
dc.subject.otherGame design elements
dc.subject.otherinformation systems research
dc.titleInfluence of users' cultural values on their perception of gamification elements
dc.identifier.urnURN:NBN:fi:jyu-201906273495
dc.type.ontasotPro gradu -tutkielmafi
dc.type.ontasotMaster’s thesisen
dc.contributor.tiedekuntaInformaatioteknologian tiedekuntafi
dc.contributor.tiedekuntaFaculty of Information Technologyen
dc.contributor.laitosInformaatioteknologiafi
dc.contributor.laitosInformation Technologyen
dc.contributor.yliopistoJyväskylän yliopistofi
dc.contributor.yliopistoUniversity of Jyväskyläen
dc.contributor.oppiaineTietojärjestelmätiedefi
dc.contributor.oppiaineInformation Systems Scienceen
dc.rights.copyrightJulkaisu on tekijänoikeussäännösten alainen. Teosta voi lukea ja tulostaa henkilökohtaista käyttöä varten. Käyttö kaupallisiin tarkoituksiin on kielletty.fi
dc.rights.copyrightThis publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.en
dc.type.publicationmasterThesis
dc.contributor.oppiainekoodi601
dc.subject.ysopelillistäminen
dc.subject.ysokulttuuri
dc.subject.ysopelisuunnittelu
dc.subject.ysogamification
dc.subject.ysoculture
dc.subject.ysogame design
dc.format.contentfulltext
dc.type.okmG2


Aineistoon kuuluvat tiedostot

Thumbnail

Aineisto kuuluu seuraaviin kokoelmiin

Näytä suppeat kuvailutiedot