{"title":"游戏化在移动应用中的实现","authors":"Anamarija Šišić, L. Mandić, A. Agić, A. Poljicak","doi":"10.24867/GRID-2018-P71","DOIUrl":null,"url":null,"abstract":"The aim of this research was to design mobile application that engages and motivates the end user to be physically active by promoting healthy habits. More and more services and mobile applications have begun to implement game elements. Competing application analysis found that the implementation of gamification should be unobtrusive recurring task cycle. The application was designated for young people and the results shown that implementation of gamification motivated them to be more active.","PeriodicalId":371126,"journal":{"name":"Proceedings of 9th International Symposium on Graphic Engineering and Design","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"THE IMPLEMENTATION OF GAMIFICATION IN MOBILE APPLICATION\",\"authors\":\"Anamarija Šišić, L. Mandić, A. Agić, A. Poljicak\",\"doi\":\"10.24867/GRID-2018-P71\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The aim of this research was to design mobile application that engages and motivates the end user to be physically active by promoting healthy habits. More and more services and mobile applications have begun to implement game elements. Competing application analysis found that the implementation of gamification should be unobtrusive recurring task cycle. The application was designated for young people and the results shown that implementation of gamification motivated them to be more active.\",\"PeriodicalId\":371126,\"journal\":{\"name\":\"Proceedings of 9th International Symposium on Graphic Engineering and Design\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-11-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of 9th International Symposium on Graphic Engineering and Design\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.24867/GRID-2018-P71\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of 9th International Symposium on Graphic Engineering and Design","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24867/GRID-2018-P71","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
THE IMPLEMENTATION OF GAMIFICATION IN MOBILE APPLICATION
The aim of this research was to design mobile application that engages and motivates the end user to be physically active by promoting healthy habits. More and more services and mobile applications have begun to implement game elements. Competing application analysis found that the implementation of gamification should be unobtrusive recurring task cycle. The application was designated for young people and the results shown that implementation of gamification motivated them to be more active.