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Effect of gamification on persuasive application on academic procrastination: A case study of Forest: Focus for Productivity
University of Skövde, School of Informatics.
2024 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

Academic procrastination is a common problem and the desire to reduce it is highly expressed by college students. Smartphone-based persuasive applications provide students with easily accessible intervention strategies. Apps that applied gamification elements received wide popularity. However, the use of gamification has been questioned and criticized for problems such as extrinsic motivation dominance, short-term focus, and counterproductive effects. This study aims to examine the user experience of long-term users of the existing apps to find out how gamification works to impact academic procrastination. Using Forest: Focus for Productivity as a study case, this study combines surveys and interviews to discuss the role of gamification, common criticisms, and ways of incorporating it in persuasive applications. 

Place, publisher, year, edition, pages
2024. , p. [40], 5
Keywords [en]
Academic procrastination, persuasive technology, gamification, user experience
National Category
Information Systems, Social aspects
Identifiers
URN: urn:nbn:se:his:diva-24189OAI: oai:DiVA.org:his-24189DiVA, id: diva2:1882077
Subject / course
Informationsteknologi
Educational program
Spelutveckling - masterprogram
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Available from: 2024-07-04 Created: 2024-07-04 Last updated: 2024-07-04Bibliographically approved

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CiteExportLink to record
Permanent link

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Cite
Citation style
  • apa
  • apa-cv
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf