Enhancing User Experience in Dating Apps through Gamification

Enhancing User Experience in Dating Apps through Gamification

Author: Dominik Schatilow

Publisher: GRIN Verlag

Published: 2024-02-05

Total Pages: 61

ISBN-13: 3964878901

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Bachelor Thesis from the year 2023 in the subject Computer Science - Applied, grade: 2,0, , language: English, abstract: The integration of game mechanics into non-game-related environments, also known as gamification, has gained increased attention in recent years. This practice can have a significant impact on the user experience in different contexts. In the past, gamification was mainly researched in the field of education. However, with the rise of dating apps, there has recently been an opportunity to use gamification as a promising way to improve the user experience in this particular context. This thesis focuses on the central research question: "How does the integration of gamification elements impact the overall user experience in dating apps?". To answer this question, three different prototypes for an iPhone application were developed. These prototypes are based on the well-known dating app "Tinder" and mainly focus on the user interface while "swiping". One of the prototypes doesn't contain any additional gamification elements, while another prototype has integrated progress bars and a third prototype has integrated sound effects. In total 50 subjects were recruited to test the prototypes. Subsequently, the participants filled out a questionnaire that included both specially developed questions and questions from the "User Experience Questionnaire Short (UEQ-S)" by Schrepp et al. (2017). The quantitative data collected was analysed to assess the impact of gamification elements on the user experience. The results of this research showed that the integration of sound effects resulted in an 8% increase in user experience, while the integration of a progress bar resulted in a significant improvement of 25%. These findings highlight the positive impact of gamification elements in dating apps and provide valuable insights for the development of future applications in this area. This thesis therefore contributes to the in-depth investigation of gamification in non-traditional environments and emphasizes the importance of a user focussed design of dating apps.


Digital Theology

Digital Theology

Author: Erkki Sutinen

Publisher: Emerald Group Publishing

Published: 2021-07-27

Total Pages: 107

ISBN-13: 1839825367

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Digital theology is an emerging and evolving field of research in academia. It is gaining traction with scholars across a variety of subjects including; Computer Science, Theology, Sociology of Religion and the wider Humanities.


Gamification by Design

Gamification by Design

Author: Gabe Zichermann

Publisher: "O'Reilly Media, Inc."

Published: 2011-08

Total Pages: 211

ISBN-13: 1449397670

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Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app


The Emerald Handbook of Computer-Mediated Communication and Social Media

The Emerald Handbook of Computer-Mediated Communication and Social Media

Author: Jeremy Harris Lipschultz

Publisher: Emerald Group Publishing

Published: 2022-06-27

Total Pages: 516

ISBN-13: 1800715994

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Uniquely relating social media communication research to its computer-mediated communication foundation, as well as digital and emerging media trends, this handbook is an indispensable resource whether you're a graduate student or a seasoned practitioner.


Gamification Mindset

Gamification Mindset

Author: Ole Goethe

Publisher: Springer

Published: 2019-06-17

Total Pages: 144

ISBN-13: 3030110788

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This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ‘gamification’ design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications’ abilities to immerse and change the user’s intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable.


Nothing Personal

Nothing Personal

Author: Nancy Jo Sales

Publisher: Legacy Lit

Published: 2021-05-18

Total Pages: 384

ISBN-13: 0316492795

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A raw and funny memoir about sex, dating, and relationships in the digital age, intertwined with a brilliant investigation into the challenges to love and intimacy wrought by dating apps, by firebrand New York Times–bestselling author Nancy Jo Sales At forty-nine, famed Vanity Fair writer Nancy Jo Sales was nursing a broken heart and wondering, “How did I wind up alone?” On the advice of a young friend, she downloaded Tinder, then a brand-new dating app. What followed was a raucous ride through the world of online dating. Sales, an award-winning journalist and single mom, became a leading critic of the online dating industry, reporting and writing articles and making her directorial debut with the HBO documentary Swiped: Hooking Up in the Digital Age. Meanwhile, she was dating a series of younger men, eventually falling in love with a man less than half her age. Nothing Personal is Sales’s memoir of coming-of-middle-age in the midst of a new dating revolution. She is unsparingly honest about her own experience of addiction to dating apps and hilarious in her musings about dick pics, sexting, dating FOMO, and more. Does Big Dating really want us to find love, she asks, or just keep on using its apps? ​Fiercely feminist, Nothing Personal investigates how Big Dating has overwhelmed the landscape of dating, cynically profiting off its users’ deepest needs and desires. Looking back through the history of modern courtship and her own relationships, Sales examines how sexism has always been a factor for women in dating, and asks what the future of courtship will bring, if left to the designs of Silicon Valley’s tech giants—especially in a time of social distancing and a global pandemic, when the rules of romance are once again changing.


Gamification

Gamification

Author: Stefan Stieglitz

Publisher: Springer

Published: 2016-10-04

Total Pages: 166

ISBN-13: 3319455575

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This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.


Interactivity, Game Creation, Design, Learning, and Innovation

Interactivity, Game Creation, Design, Learning, and Innovation

Author: Anthony L. Brooks

Publisher: Springer

Published: 2019-01-30

Total Pages: 561

ISBN-13: 3030061345

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This book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions.


The Social Media Age

The Social Media Age

Author: Zoetanya Sujon

Publisher: SAGE

Published: 2021-04-07

Total Pages: 271

ISBN-13: 1526481979

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Exploring power and participation in a connected world. Social media are all around us. For many, they are the first things to look at upon waking and the last thing to do before sleeping. Integrated seamlessly into our private and public lives, they entertain, inform, connect (and sometimes disconnect) us. They’re more than just social though. In addition to our experiences as everyday users, understanding social media also means asking questions about our society, our culture and our economy. What we find is dense connections between platform infrastructures and our experience of the social, shaped by power, shifting patterns of participation, and a widening ideology of connection. This book introduces and examines the full scope of social media. From the social to the technological, from the everyday to platform industries, from the personal to the political. It brings together the key concepts, theories and research necessary for making sense of the meanings and consequences of social media, both hopefully and critically. Dr Zoetanya Sujon is a Senior Lecturer and Programme Director for Communications and Media at London College of Communication, University of the Arts London.