Aplicações Multimédia Gamificadas para Fitness e Bem-Estar de Alunos Universitários

Detalhes bibliográficos
Autor(a) principal: Inês Machado Ribeiro da Silva Ferraz
Data de Publicação: 2022
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/142918
Resumo: Considering the lack of gamified health applications, capable of keeping their users continuously motivated, and the sedentary life of many university students, the present dissertation aims to analyze the impact of this type of applications in the promotion of healthy habits and understand how these can increase the motivation of university students to stay active. Firstly, different concepts were analyzed, such as gamification and motivation. Later, a systematic review of the literature was carried out, where different articles related to the theme were analyzed, as well as different games and applications in the market. An analysis of the target audience was also carried out using interviews and surveys. Then, and based on the data obtained, a non-functional medium fidelity prototype of a gamified application capable of contributing to the motivation of university students was developed. In the end the application was tested and evaluated with the target audience. It was possible to successfully develop an interesting and motivating application prototype for its users with features created for them, and to conclude that gamification has great potential in terms of increasing the motivation of young university students to stay physically active. The results obtained may be useful for the creation of a functional application capable of promoting physical exercise while also contributing to the health of students in the long term.
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spelling Aplicações Multimédia Gamificadas para Fitness e Bem-Estar de Alunos UniversitáriosOutras ciências da engenharia e tecnologiasOther engineering and technologiesConsidering the lack of gamified health applications, capable of keeping their users continuously motivated, and the sedentary life of many university students, the present dissertation aims to analyze the impact of this type of applications in the promotion of healthy habits and understand how these can increase the motivation of university students to stay active. Firstly, different concepts were analyzed, such as gamification and motivation. Later, a systematic review of the literature was carried out, where different articles related to the theme were analyzed, as well as different games and applications in the market. An analysis of the target audience was also carried out using interviews and surveys. Then, and based on the data obtained, a non-functional medium fidelity prototype of a gamified application capable of contributing to the motivation of university students was developed. In the end the application was tested and evaluated with the target audience. It was possible to successfully develop an interesting and motivating application prototype for its users with features created for them, and to conclude that gamification has great potential in terms of increasing the motivation of young university students to stay physically active. The results obtained may be useful for the creation of a functional application capable of promoting physical exercise while also contributing to the health of students in the long term.2022-07-212022-07-21T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/142918TID:203166701porInês Machado Ribeiro da Silva Ferrazinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T13:49:32Zoai:repositorio-aberto.up.pt:10216/142918Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:48:39.874110Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Aplicações Multimédia Gamificadas para Fitness e Bem-Estar de Alunos Universitários
title Aplicações Multimédia Gamificadas para Fitness e Bem-Estar de Alunos Universitários
spellingShingle Aplicações Multimédia Gamificadas para Fitness e Bem-Estar de Alunos Universitários
Inês Machado Ribeiro da Silva Ferraz
Outras ciências da engenharia e tecnologias
Other engineering and technologies
title_short Aplicações Multimédia Gamificadas para Fitness e Bem-Estar de Alunos Universitários
title_full Aplicações Multimédia Gamificadas para Fitness e Bem-Estar de Alunos Universitários
title_fullStr Aplicações Multimédia Gamificadas para Fitness e Bem-Estar de Alunos Universitários
title_full_unstemmed Aplicações Multimédia Gamificadas para Fitness e Bem-Estar de Alunos Universitários
title_sort Aplicações Multimédia Gamificadas para Fitness e Bem-Estar de Alunos Universitários
author Inês Machado Ribeiro da Silva Ferraz
author_facet Inês Machado Ribeiro da Silva Ferraz
author_role author
dc.contributor.author.fl_str_mv Inês Machado Ribeiro da Silva Ferraz
dc.subject.por.fl_str_mv Outras ciências da engenharia e tecnologias
Other engineering and technologies
topic Outras ciências da engenharia e tecnologias
Other engineering and technologies
description Considering the lack of gamified health applications, capable of keeping their users continuously motivated, and the sedentary life of many university students, the present dissertation aims to analyze the impact of this type of applications in the promotion of healthy habits and understand how these can increase the motivation of university students to stay active. Firstly, different concepts were analyzed, such as gamification and motivation. Later, a systematic review of the literature was carried out, where different articles related to the theme were analyzed, as well as different games and applications in the market. An analysis of the target audience was also carried out using interviews and surveys. Then, and based on the data obtained, a non-functional medium fidelity prototype of a gamified application capable of contributing to the motivation of university students was developed. In the end the application was tested and evaluated with the target audience. It was possible to successfully develop an interesting and motivating application prototype for its users with features created for them, and to conclude that gamification has great potential in terms of increasing the motivation of young university students to stay physically active. The results obtained may be useful for the creation of a functional application capable of promoting physical exercise while also contributing to the health of students in the long term.
publishDate 2022
dc.date.none.fl_str_mv 2022-07-21
2022-07-21T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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dc.identifier.uri.fl_str_mv https://hdl.handle.net/10216/142918
TID:203166701
url https://hdl.handle.net/10216/142918
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instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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