APPLYING GAMIFICATION IN MOBILE APPLICATION TO REDUCE SCREEN TIME
During our everyday lives, embracing technology has increased the time we spend in front of the computer and changed the way we interact and work. In recent years there have been several applications and their offerings that have been created and introduced tools for screen time management to...
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my-utp-utpedia.217062021-09-23T23:44:33Z http://utpedia.utp.edu.my/21706/ APPLYING GAMIFICATION IN MOBILE APPLICATION TO REDUCE SCREEN TIME AZHAR, AZNOL HANIM Q Science (General) During our everyday lives, embracing technology has increased the time we spend in front of the computer and changed the way we interact and work. In recent years there have been several applications and their offerings that have been created and introduced tools for screen time management to inform the user about how to improve their digital wellbeing. These tools represent a significant step in the process, bringing knowledge and helping users improve their habits. Several studies have concentrated on apps for screen time monitoring but not from the perspective of game elements. Therefore, this paper aims to address feature needs of users by designing game elements in mobile apps. The findings of this study therefore provide a recommendation on how to enhance the functionality of the current screen time monitoring tools and what additional features can be added to serve their function and enable users to improve their behaviour. IRC 2020-09 Final Year Project NonPeerReviewed application/pdf en http://utpedia.utp.edu.my/21706/1/24590_Aznol%20Hanim%20Binti%20Azhar.pdf AZHAR, AZNOL HANIM (2020) APPLYING GAMIFICATION IN MOBILE APPLICATION TO REDUCE SCREEN TIME. IRC, Universiti Teknologi PETRONAS. (Submitted) |
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During our everyday lives, embracing technology has increased the time we spend in front of
the computer and changed the way we interact and work. In recent years there have been several
applications and their offerings that have been created and introduced tools for screen time
management to inform the user about how to improve their digital wellbeing. These tools
represent a significant step in the process, bringing knowledge and helping users improve their
habits. Several studies have concentrated on apps for screen time monitoring but not from the
perspective of game elements. Therefore, this paper aims to address feature needs of users by
designing game elements in mobile apps. The findings of this study therefore provide a
recommendation on how to enhance the functionality of the current screen time monitoring
tools and what additional features can be added to serve their function and enable users to
improve their behaviour. |
format |
Final Year Project |
author |
AZHAR, AZNOL HANIM |
author_facet |
AZHAR, AZNOL HANIM |
author_sort |
AZHAR, AZNOL HANIM |
title |
APPLYING GAMIFICATION IN MOBILE APPLICATION TO REDUCE SCREEN TIME |
title_short |
APPLYING GAMIFICATION IN MOBILE APPLICATION TO REDUCE SCREEN TIME |
title_full |
APPLYING GAMIFICATION IN MOBILE APPLICATION TO REDUCE SCREEN TIME |
title_fullStr |
APPLYING GAMIFICATION IN MOBILE APPLICATION TO REDUCE SCREEN TIME |
title_full_unstemmed |
APPLYING GAMIFICATION IN MOBILE APPLICATION TO REDUCE SCREEN TIME |
title_sort |
applying gamification in mobile application to reduce screen time |
publisher |
IRC |
publishDate |
2020 |
url |
http://utpedia.utp.edu.my/21706/1/24590_Aznol%20Hanim%20Binti%20Azhar.pdf http://utpedia.utp.edu.my/21706/ |
_version_ |
1739832901114003456 |
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13.211869 |