Gamification on Users Daily Activities
Autor(a) principal: | |
---|---|
Data de Publicação: | 2014 |
Tipo de documento: | Dissertação |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | https://repositorio-aberto.up.pt/handle/10216/74762 |
Resumo: | Mobile applications increasingly play an essential role on people's lives, they help us to perform tasks more efficiently that make part of our day-to-day. The ease of access for developing such applications has led to our disposal a wide range of applications that envolve areas such as healthcare, leisure, education , etc.Gamification is the use of mechanical game design concepts applied in non-game contexts in order to make an activity more interesting. This technique has been adopted in recent years by a lot of services in order to increase the user involvement with the platform itself. This concept is applied in many non-game contexts and physical activity is no exception. Actually, this concept has obtained a lot of sucess in this area since users improve their health while challenging themselves or other users within the network.This dissertation aims to prove how Gamification can be used in order to encourage the practice of physical activity. With this intention, a platform was developed which is constituted by a Web application that allows the creation of gamified elements that subsequently are sent to a mobile application which challenge and promotes their users to improve their levels of physical activity. Machine learning algorithms were integrated in the platform in order to adapt the application to different type of users. |
id |
RCAP_98e9cb15522e02469d1969ab5e33c46b |
---|---|
oai_identifier_str |
oai:repositorio-aberto.up.pt:10216/74762 |
network_acronym_str |
RCAP |
network_name_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository_id_str |
7160 |
spelling |
Gamification on Users Daily ActivitiesEngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineeringMobile applications increasingly play an essential role on people's lives, they help us to perform tasks more efficiently that make part of our day-to-day. The ease of access for developing such applications has led to our disposal a wide range of applications that envolve areas such as healthcare, leisure, education , etc.Gamification is the use of mechanical game design concepts applied in non-game contexts in order to make an activity more interesting. This technique has been adopted in recent years by a lot of services in order to increase the user involvement with the platform itself. This concept is applied in many non-game contexts and physical activity is no exception. Actually, this concept has obtained a lot of sucess in this area since users improve their health while challenging themselves or other users within the network.This dissertation aims to prove how Gamification can be used in order to encourage the practice of physical activity. With this intention, a platform was developed which is constituted by a Web application that allows the creation of gamified elements that subsequently are sent to a mobile application which challenge and promotes their users to improve their levels of physical activity. Machine learning algorithms were integrated in the platform in order to adapt the application to different type of users.2014-07-182014-07-18T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://repositorio-aberto.up.pt/handle/10216/74762TID:201309637engJosé Carlos Portela Pereirainfo: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:RCAAP2023-11-29T13:22:41Zoai:repositorio-aberto.up.pt:10216/74762Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:39:24.795719Repositório 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 |
Gamification on Users Daily Activities |
title |
Gamification on Users Daily Activities |
spellingShingle |
Gamification on Users Daily Activities José Carlos Portela Pereira Engenharia electrotécnica, electrónica e informática Electrical engineering, Electronic engineering, Information engineering |
title_short |
Gamification on Users Daily Activities |
title_full |
Gamification on Users Daily Activities |
title_fullStr |
Gamification on Users Daily Activities |
title_full_unstemmed |
Gamification on Users Daily Activities |
title_sort |
Gamification on Users Daily Activities |
author |
José Carlos Portela Pereira |
author_facet |
José Carlos Portela Pereira |
author_role |
author |
dc.contributor.author.fl_str_mv |
José Carlos Portela Pereira |
dc.subject.por.fl_str_mv |
Engenharia electrotécnica, electrónica e informática Electrical engineering, Electronic engineering, Information engineering |
topic |
Engenharia electrotécnica, electrónica e informática Electrical engineering, Electronic engineering, Information engineering |
description |
Mobile applications increasingly play an essential role on people's lives, they help us to perform tasks more efficiently that make part of our day-to-day. The ease of access for developing such applications has led to our disposal a wide range of applications that envolve areas such as healthcare, leisure, education , etc.Gamification is the use of mechanical game design concepts applied in non-game contexts in order to make an activity more interesting. This technique has been adopted in recent years by a lot of services in order to increase the user involvement with the platform itself. This concept is applied in many non-game contexts and physical activity is no exception. Actually, this concept has obtained a lot of sucess in this area since users improve their health while challenging themselves or other users within the network.This dissertation aims to prove how Gamification can be used in order to encourage the practice of physical activity. With this intention, a platform was developed which is constituted by a Web application that allows the creation of gamified elements that subsequently are sent to a mobile application which challenge and promotes their users to improve their levels of physical activity. Machine learning algorithms were integrated in the platform in order to adapt the application to different type of users. |
publishDate |
2014 |
dc.date.none.fl_str_mv |
2014-07-18 2014-07-18T00:00:00Z |
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://repositorio-aberto.up.pt/handle/10216/74762 TID:201309637 |
url |
https://repositorio-aberto.up.pt/handle/10216/74762 |
identifier_str_mv |
TID:201309637 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
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 |
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 |
repository.mail.fl_str_mv |
|
_version_ |
1799135708124807168 |