|Keywords:||Gamification; Design; Behavior; Training; Dating; Fogg's Behavior Model; Tinder; Badoo; Nike+; RunKeeper; Social Sciences; Media and Communications; Information Systems, Social aspects; Samhällsvetenskap; Medie- och kommunikationsvetenskap; Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning|
|Full text PDF:||http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122515|
The trend of adjusting our activities, making them more attractive and less like chores is apparent just by looking at the applications and systems we use for our everyday lives. In this study we investigate this phenomenon, in both training and dating applications, from a design perspective using the frameworks of gamification and Fogg´s behavior model. Using these tools in complement with qualitative interviews we answer questions regarding how one can design gamification to achieve behavior change. The chosen applications, namely Tinder, Badoo, RunKeeper and Nike+ were all identified as gamification applications and in regard to how they were designed, the training applications primarily showed interest in raising the motivation of users, while the dating applications rather focused on easing the simplicity of performing the behavior.