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The Effect of Gamification on Involvement, System Usability and System Use in an Online Positive Psychology Intervention

Zimmermann, M.Z. (2016) The Effect of Gamification on Involvement, System Usability and System Use in an Online Positive Psychology Intervention.

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Abstract:Background. The main problem of online interventions are the high drop-out rates. This research explores how gamification affects involvement, system usability and how these variables correlate with actual system use in a positive psychology online intervention. Method. An experiment was conducted with 80 participants. They used either the non-gamified version or the gamified version of the intervention Dit is jouw leven (translated: This is your life. They did exercises on a website, which contained the intervention, and filled in the revised Personal Involvement Inventory and the System Usability Scale within one hour in a laboratory or at home. Results & Discussion. The gamified version of the intervention exhibited a higher effect on involvement than the non-gamified version of the intervention which is important to secure adherence. Neither gamification, nor involvement, nor system usability correlated with actual system use. That could be ascribed to the measurement of the actual system use, which might be incorrect. More research should be done on the effect of gamification, but this research indicates that the utilization of gamification in online interventions could act as a solution to the high drop-out rates. Keywords: gamification, online positive psychology interventions, involvement, system usability, actual system use
Item Type:Essay (Bachelor)
Faculty:BMS: Behavioural, Management and Social Sciences
Subject:77 psychology
Programme:Psychology BSc (56604)
Link to this item:https://purl.utwente.nl/essays/69871
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