Understanding gamification: Utilizing gamification as a tangible tool for organ donation campaigns
by
 
Alsamarei, Ali, author.

Title
Understanding gamification: Utilizing gamification as a tangible tool for organ donation campaigns

Author
Alsamarei, Ali, author.

Personal Author
Alsamarei, Ali, author.

Physical Description
xii, 142 leaves: color illustraltions.+ 1 computer laser optical

Abstract
Ever more increasingly, play and fun are not meant for entertainment only, but also began to be embedded within the daily life routines. Many services and products borrowed game-like systems from entertainment to attract customers. Furthermore, behavior economics see in that also a way to motivate people and change their behavior. The term commonly used in academia and in the professional field in order to describe the process of using game elements in non-gaming context is “Gamification”. Game elements such as point, goal, rewards, level, badges, story, etc. can be implemented in a product to induce fun experience for the users and encourage them to come back/continue using the product or the service. However, this is not always a successful endeavor; to guarantee success, gamification should be understood profoundly; why and when it fails, how it works. This constitutes the first part of this study. Most of the well-known gamification examples are digital and it is hard, if not impossible, to find pure tangible gamification. This reveals the second part of this study which examines the ways of converting digital gamification elements into a tangible product. Few marketing campaigns used gamification to attract consumers. Having been inspired by such examples, I thought that awareness campaigns can utilize gamification as a tool to gain and increase support for their cause. To provide insights on its effectiveness, an experiment was conducted in this study. The experiment aimed at comparing tangible gamification and a usual organ donation campaign tool (a brochure). Such experiment can help understanding the setting where gamification can be used and how the users perceive such products. All in all, this study can introduce gamification to designers and help them to understand the ways of implementing it into their design processes.

Subject Term
Industrial design coordination.
 
Games -- Psychological aspects.
 
Donation of organs, tissues, etc.

Added Author
Tunç Cox, Ayça

Added Corporate Author
İzmir Institute of Technology. Industrial Design.

Added Uniform Title
Thesis (Master)--İzmir Institute of Technology: Industrial Design.
 
İzmir Institute of Technology: Industrial Design--Thesis (Master).

Electronic Access
Access to Electronic Versiyon.


LibraryMaterial TypeItem BarcodeShelf NumberStatus
IYTE LibraryThesisT001540T342 .A46 2016Tez Koleksiyonu
IYTE LibrarySupplementary CD-ROMROM2705T342 .A46 2016 EK.1Tez Koleksiyonu