Aplicações Multimédia Gamificadas para Fitness e Bem-Estar de Alunos Universitários
Autor(a) principal: | |
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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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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 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://hdl.handle.net/10216/142918 TID:203166701 |
url |
https://hdl.handle.net/10216/142918 |
identifier_str_mv |
TID:203166701 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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1799135805588897792 |