Essays about: "user engage gamification"
Showing result 1 - 5 of 15 essays containing the words user engage gamification.
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1. Persuasive Language Learning - Qualitative research on user engagement in the persuasive system design of Duolingo
University essay from Jönköping University/Tekniska HögskolanAbstract : Duolingo is a popular mobile language-learning application that has been around the market since 2012 and has been researched in its language-learning abilities. It is crucial for mobile language learning applications to keep their users interested, nevertheless, as users easily lose interest in continuing their language study. READ MORE
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2. Exploring Persuasive Design Elements in Duolingo
University essay from Uppsala universitet/Institutionen för informatik och mediaAbstract : With the widespread use of portable digital devices, especially smartphones, learning a new language has become a popular trend in the age of globalization. Amongst mobile-assistant language-learning applications, Duolingo is widely used and employs persuasive design techniques to inspire and encourage users to acquire new linguistic skills. READ MORE
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3. Facilitating Behavioral Change among Women with Polycystic Ovary Syndrome : A Design-Oriented Case Study
University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)Abstract : The polycystic ovary syndrome (PCOS) affects women or people with female reproductive organs negatively, by irregular periods, difficulties in getting pregnant, and excessive hair growth. The symptoms can be eased by taking on habits of regular physical exercise and a balanced diet. Taking on new habits is however a challenging task. READ MORE
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4. Gamification Use Intention : Examining the technology acceptance factors that define gamification use intention
University essay from Jönköping University/IHH, FöretagsekonomiAbstract : During the past years, gamification has become an influential trend in technology and the promises are widespread. The definition of gamification is known as the implementation of game elements (leaderboards, badges, points) within a non-game context. READ MORE
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5. Can we play our way to a more circular fashion world? : A quantitative study about the impact of gamification on consumer attitudes and intentions to use C2C apps
University essay from Umeå universitet/FöretagsekonomiAbstract : As new styles rapidly replace the old and garments are discarded, fast fashion and clothing consumption contribute to a serious and negative environmental impact. Previous research and fast fashion’s negative sustainability consequences all imply that a change is required. READ MORE