Your browser does not allow JavaScript!
JavaScript is necessary for the proper functioning of this website. Please enable JavaScript or use a modern browser.
|
|
SLO
|
ENG
|
Cookies and privacy
DKUM
EPF - Faculty of Business and Economics
FE - Faculty of Energy Technology
FERI - Faculty of Electrical Engineering and Computer Science
FF - Faculty of Arts
FGPA - Faculty of Civil Engineering, Transportation Engineering and Architecture
FKBV - Faculty of Agriculture and Life Sciences
FKKT - Faculty of Chemistry and Chemical Engineering
FL - Faculty of Logistic
FNM - Faculty of Natural Sciences and Mathematics
FOV - Faculty of Organizational Sciences in Kranj
FS - Faculty of Mechanical Engineering
FT - Faculty of Tourism
FVV - Faculty of Criminal Justice and Security
FZV - Faculty of Health Sciences
MF - Faculty of Medicine
PEF - Faculty of Education
PF - Faculty of Law
UKM - University of Maribor Library
UM - University of Maribor
UZUM - University of Maribor Press
COBISS
Faculty of Business and Economic, Maribor
Faculty of Agriculture and Life Sciences, Maribor
Faculty of Logistics, Celje, Krško
Faculty of Organizational Sciences, Kranj
Faculty of Criminal Justice and Security, Ljubljana
Faculty of Health Sciences
Library of Technical Faculties, Maribor
Faculty of Medicine, Maribor
Miklošič Library FPNM, Maribor
Faculty of Law, Maribor
University of Maribor Library
Bigger font
|
Smaller font
Introduction
Search
Browsing
Upload document
Statistics
Login
First page
>
Show document
Show document
Title:
USE OF GAMIFICATION IN EVERYDAY LIFE
Authors:
ID
Filip, Ana
(
Author
)
ID
Verber, Domen
(
Mentor
)
More about this mentor...
Files:
MAG_Filip_Ana_2015.pdf
(2,84 MB)
MD5: 7B79685CF9CB256AD6D5C6980C24C94F
Language:
English
Work type:
Master's thesis/paper
Typology:
2.09 - Master's Thesis
Organization:
FERI - Faculty of Electrical Engineering and Computer Science
Abstract:
Gamification is the use of game-designed elements and techniques in non-game related context. It is a relatively new concept that can be used in education, business, and in everyday life.The thesis presents different aspects of gamification use in everyday life. The author of the work has sought to explore how many people and to what extent they know the concept of gamification, what they think about it and whether they agree that such a concept gives positive results in various fields. This study included the fields of: education, healthy living and marketing.
Keywords:
gamification
,
user experience design
,
user engagement
Place of publishing:
[Maribor
Publisher:
A. Filip
Year of publishing:
2015
PID:
20.500.12556/DKUM-48173
UDC:
316.77:004.7(043.2)
COBISS.SI-ID:
19067670
NUK URN:
URN:SI:UM:DK:LOUII8OS
Publication date in DKUM:
05.06.2015
Views:
1980
Downloads:
251
Metadata:
Categories:
KTFMB - FERI
Cite this work
Plain text
BibTeX
EndNote XML
EndNote/Refer
RIS
ABNT
ACM Ref
AMA
APA
Chicago 17th Author-Date
Harvard
IEEE
ISO 690
MLA
Vancouver
:
Copy citation
Average score:
(0 votes)
Your score:
Voting is allowed only for
logged in
users.
Share:
Hover the mouse pointer over a document title to show the abstract or click on the title to get all document metadata.
Secondary language
Language:
Slovenian
Title:
UPORABA IGRIFIKACIJE V VSAKDANJEM ŽIVLJENJU
Abstract:
Igrifikacija je uporaba game-designed elementa in tehnike v vsebini, ki niso igre in je relativno nov koncept, ki se uporablja v izobraževanju, poslovanju in tudi v vsakdanjem življenju. V magistrskem delu so predstavljeni različni aspekti uporabe igrifikacije v vsakdanjem življenju. Avtorica dela je poskušala raziskati koliko ljudi in v kolikšni meri pozna koncept igrifikacije, kaj mislijo o njem in ali se strinjajo da takšen koncept daje pozitivne rezultate v različnih sferah. V raziskavo so bile vključene sfere: izobraževanja, zdraveg življenja in poslovna sfera.
Keywords:
igrifikacija
,
oblikovalec uporabniške izkušnje
,
udeležba uporabnikov
Comments
Leave comment
You must
log in
to leave a comment.
Comments (0)
0 - 0 / 0
There are no comments!
Back