Gamification and Personalization (Project)

Ano:

2015

Estado:

Finalizada

Autores:

Célia Maria Leal Alves Carvalho

Orientadores:

Sumário

Encouraging someone to perform certain tasks is often difficult, especially when the purpose of the task is not clear. In order to make tasks more attractive nowadays Gamification1 is used, i.e., the application of techniques of play in order to motivate users to perform tasks. Out of all the aspects of gamification, the following stand out: making the product/service more attractive, stimulating in the user the habit to frequently use the product/service. The basis of this work is the "Hook Model", which is a habit training cycle consisting of four phases: Trigger, Action, Reward and Investment. The results suggest that the use of gamification techniques in conjunction with the model of "Hook" came to better our solution. The goal of this thesis is to evaluate the use of gamification techniques with the habit formation cycle, together with the model of "Hook" in habit creation of the users in using the platform. Finally we tested our methodology with users in the task of using the platform and after use, registering on it and re-accessing the platform. It was shown that it is possible to create the habit in the users of frequently using the platform. But when a platform fails at being active, users begin to reduce the number of accesses.