Gamifying news for the miOne online community
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Tipo de documento: | Dissertação |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10773/31503 |
Resumo: | The growing ageing population, combined with the increasing use of information and communication technologies, i.e. online communities, by older adults, has heightened the need to study the challenges and solutions in presenting empathic products that meet the users’ needs, customized to their context. Online news present growing challenges due to new interaction paradigms and games have already demonstrated to be very effective in capturing user’s attention, as well as the adoption of game elements and techniques to non-game contexts - i.e. gamification. This Development Research reports, firstly, the motivations and the context of use in digital platforms by adult learners from the Universities of the Third Age (UTAs), supporting the design and development of a gamification strategy in the context of an online community entitled miOne. To meet this challenge, a literature review centered on the keywords 'Older Adults', 'Gamification', 'Motivation and Engagement' and 'Digital Media' was performed, as well as a questionnaire survey that was administered to 248 people aged 50 and over from 16 different countries. Secondly, a digital artifact was developed, applying gamification to online news, within the miOne online community. This artifact was validated with 6 national newspaper players to understand the challenges posed to the journalistic sector and assess the product’s relevancy to the market. Finally, the proposed solution was tested with 11 participants from Universities of the Third Age. The results suggest that the developed mechanics and gamification elements can engage older adults with online news on digital platforms. Additionally, these can guide the integration of a gamification strategy in the previously mentioned context. These interconnected elements are: (i) a leaderboard with the most weekly news’ interactions; (ii) levels with different missions and rewards (external and internal to the platform); and (iii) a community-endorsed award system to recognize and validate user-generated content towards news. |
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Gamifying news for the miOne online communityAgeingGamificationEngagementDigital mediaOnline communitiesmiOneThe growing ageing population, combined with the increasing use of information and communication technologies, i.e. online communities, by older adults, has heightened the need to study the challenges and solutions in presenting empathic products that meet the users’ needs, customized to their context. Online news present growing challenges due to new interaction paradigms and games have already demonstrated to be very effective in capturing user’s attention, as well as the adoption of game elements and techniques to non-game contexts - i.e. gamification. This Development Research reports, firstly, the motivations and the context of use in digital platforms by adult learners from the Universities of the Third Age (UTAs), supporting the design and development of a gamification strategy in the context of an online community entitled miOne. To meet this challenge, a literature review centered on the keywords 'Older Adults', 'Gamification', 'Motivation and Engagement' and 'Digital Media' was performed, as well as a questionnaire survey that was administered to 248 people aged 50 and over from 16 different countries. Secondly, a digital artifact was developed, applying gamification to online news, within the miOne online community. This artifact was validated with 6 national newspaper players to understand the challenges posed to the journalistic sector and assess the product’s relevancy to the market. Finally, the proposed solution was tested with 11 participants from Universities of the Third Age. The results suggest that the developed mechanics and gamification elements can engage older adults with online news on digital platforms. Additionally, these can guide the integration of a gamification strategy in the previously mentioned context. These interconnected elements are: (i) a leaderboard with the most weekly news’ interactions; (ii) levels with different missions and rewards (external and internal to the platform); and (iii) a community-endorsed award system to recognize and validate user-generated content towards news.O crescente envelhecimento populacional, aliado ao gradual uso das tecnologias da informação e comunicação, em específico das comunidades online pelo cidadão envelhecido, têm motivado o estudo sobre os desafios e soluções na apresentação de produtos que criem empatia com o utilizador e que sejam personalizados ao seu contexto. As notícias online apresentam desafios adicionais devido aos novos paradigmas de interação e os jogos têm demonstrado ser bastante eficazes na captação da atenção dos utilizadores, à semelhança da gamificação, ou seja, o uso de componentes e técnicas de jogo aplicadas a contextos que vão para além do entretenimento (ex.: aprendizagem, jornalismo). A presente Investigação de Desenvolvimento reporta, numa primeira fase, as motivações e contexto de uso das plataformas digitais pelos alunos das Universidade Seniores, sustentando a conceção e desenvolvimento de uma estratégia de gamificação no contexto de uma comunidade online designada miOne. Para responder a este desafio, recorreu-se à revisão da literatura centrada nos conceitos de “Envelhecimento”, “Gamificação”, “Motivação”, “Engagement” e “Media digitais”, bem como a um inquérito por questionário aplicado a 248 pessoas com idade igual ou superior a 50 anos de 16 países diferentes. Numa segunda fase, desenvolveu-se um artefacto digital que aplica a gamificação nas notícias da comunidade online miOne, validando-o junto de 6 agentes de notícias nacionais, de modo a compreender os desafios do setor jornalístico e a respetiva aceção no mercado. Por fim, a solução foi testada junto de 11 alunos de Universidades Seniores. Os resultados sugerem que as mecânicas e elementos de gamificação desenvolvidos podem promover o engagement dos alunos das Universidades Seniores relativamente às notícias online, podendo estes orientar a integração de uma estratégia de gamificação no referido contexto. Assim, estes elementos, que se interligam entre si, são: (i) uma tabela de liderança com as notícias com maior número de interações em cada semana; (ii) níveis com diferentes missões e recompensas (externas ou internas à plataforma); e (iii) um sistema de prémios atribuído pela comunidade como reconhecimento e validação de conteúdo gerado pelos próprios utilizadores relativamente às notícias.2021-06-28T14:59:53Z2021-02-24T00:00:00Z2021-02-24info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10773/31503engRegalado, Francisco Silva Ferreirainfo: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:RCAAP2024-02-22T12:00:45Zoai:ria.ua.pt:10773/31503Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:03:20.993471Repositório 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 |
Gamifying news for the miOne online community |
title |
Gamifying news for the miOne online community |
spellingShingle |
Gamifying news for the miOne online community Regalado, Francisco Silva Ferreira Ageing Gamification Engagement Digital media Online communities miOne |
title_short |
Gamifying news for the miOne online community |
title_full |
Gamifying news for the miOne online community |
title_fullStr |
Gamifying news for the miOne online community |
title_full_unstemmed |
Gamifying news for the miOne online community |
title_sort |
Gamifying news for the miOne online community |
author |
Regalado, Francisco Silva Ferreira |
author_facet |
Regalado, Francisco Silva Ferreira |
author_role |
author |
dc.contributor.author.fl_str_mv |
Regalado, Francisco Silva Ferreira |
dc.subject.por.fl_str_mv |
Ageing Gamification Engagement Digital media Online communities miOne |
topic |
Ageing Gamification Engagement Digital media Online communities miOne |
description |
The growing ageing population, combined with the increasing use of information and communication technologies, i.e. online communities, by older adults, has heightened the need to study the challenges and solutions in presenting empathic products that meet the users’ needs, customized to their context. Online news present growing challenges due to new interaction paradigms and games have already demonstrated to be very effective in capturing user’s attention, as well as the adoption of game elements and techniques to non-game contexts - i.e. gamification. This Development Research reports, firstly, the motivations and the context of use in digital platforms by adult learners from the Universities of the Third Age (UTAs), supporting the design and development of a gamification strategy in the context of an online community entitled miOne. To meet this challenge, a literature review centered on the keywords 'Older Adults', 'Gamification', 'Motivation and Engagement' and 'Digital Media' was performed, as well as a questionnaire survey that was administered to 248 people aged 50 and over from 16 different countries. Secondly, a digital artifact was developed, applying gamification to online news, within the miOne online community. This artifact was validated with 6 national newspaper players to understand the challenges posed to the journalistic sector and assess the product’s relevancy to the market. Finally, the proposed solution was tested with 11 participants from Universities of the Third Age. The results suggest that the developed mechanics and gamification elements can engage older adults with online news on digital platforms. Additionally, these can guide the integration of a gamification strategy in the previously mentioned context. These interconnected elements are: (i) a leaderboard with the most weekly news’ interactions; (ii) levels with different missions and rewards (external and internal to the platform); and (iii) a community-endorsed award system to recognize and validate user-generated content towards news. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-06-28T14:59:53Z 2021-02-24T00:00:00Z 2021-02-24 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/masterThesis |
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masterThesis |
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http://hdl.handle.net/10773/31503 |
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http://hdl.handle.net/10773/31503 |
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eng |
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eng |
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openAccess |
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reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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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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