magistrsko delo
Maša Drgan (Author), Jaro Berce (Mentor)

Abstract

To delo se osredotoča na igrifikacijo: uporabo mehanizmov igre v kontekstih in sistemih, ki sicer niso povezani z igrami. Namen je ugotoviti, kako lahko mehanizme igre uspešno vpeljemo v modele poslovanja na spletu, saj je e-poslovanje postalo ključen del poslovnih procesov današnjih podjetij. Za namen raziskave in ugotavljanje smiselnosti uporabe igrifikacije, je v delu predstavljena SWOT-analiza za to področje, ki ponuja vpogled v prednosti, slabosti, pomanjkljivosti in nevarnosti uporabe igrifikacije v spletnem poslovanju. Cilj implementacije igrifikacije v poslovanje je pogosto povečanje motivacije, tako zaposlenih kot tudi uporabnikov določenih izdelkov in storitev. Ker z igrifikacijo spodbujamo želeno vedenje sodelujočih, je treba pri snovanju igrificiranih rešitev slediti določenim etičnim načelom, zato se delo osredotoča tudi na etične in moralne vidike tega fenomena. Pri snovanju igrificiranih rešitev je ključnega pomena dobro poznavanje uporabnikov in sodelujočih v procesu, saj je treba vedeti, kaj te uporabnike motivira in kateri elementi iger so zanje zabavni, saj lahko le tako ustvarimo zares uspešen igrificiran sistem in zanimivo izkušnjo.

Keywords

igrifikacija;e-poslovanje;motivacija;SWOT-analiza;Podjetništvo;Magistrska dela;

Data

Language: Slovenian
Year of publishing:
Typology: 2.09 - Master's Thesis
Organization: UL FDV - Faculty of Social Sciences
Publisher: [M. Drgan]
UDC: 005.2:004.738.5(043.2)
COBISS: 47651587 Link will open in a new window
Views: 373
Downloads: 129
Average score: 0 (0 votes)
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Other data

Secondary language: English
Secondary title: Introducing game mechanics into models of e-business
Secondary abstract: This work is focused on gamification: the use of game mechanics in contexts and systems that are otherwise not related to games. The purpose of this paper is to find out how game mechanisms can be successfully introduced into models of online business, as e-business has become an essential part of todayʼs companies. For the purpose of this research and determining the meaningful use of gamification, this paper presents the SWOT analysis, which provides an insight into the advantages, weaknesses, opportunities and risks of using gamification in e-business. The goal of implementing gamification in business is often to increase motivation of employees and users of certain products and services. Since gamification promotes the manipulation of behavior of participants, it is necessary to follow certain ethical principals when we are designing gamified solutions, therefore the work focuses also on the ethical and moral aspects of this phenomenon. When designing gamified solutions, it is crucial to know the users and participants in the process very well, because it is necessary to know what motivates these users and which elements of games are fun for them. Only then, we can create a truly successful gamified system and interesting experience.
Secondary keywords: gamification;e-business;motivation;SWOT-analysis;Poslovanje;Business;Svetovni splet;World Wide Web;Entrepreneurship;Master's theses;
Type (COBISS): Master's thesis/paper
Study programme: 0
Embargo end date (OpenAIRE): 1970-01-01
Thesis comment: Univ. v Ljubljani, Fak. za družbene vede
Pages: 73 str.
ID: 12345745
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