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Vpeljava mehanizmov igre v modele poslovanja na spletu : magistrsko delo
ID Drgan, Maša (Author), ID Berce, Jaro (Mentor) More about this mentor... This link opens in a new window

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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.

Language:Slovenian
Keywords:igrifikacija, e-poslovanje, motivacija, SWOT-analiza
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:FDV - Faculty of Social Sciences
Place of publishing:Ljubljana
Publisher:[M. Drgan]
Year:2020
Number of pages:73 str.
PID:20.500.12556/RUL-124015 This link opens in a new window
UDC:005.2:004.738.5(043.2)
COBISS.SI-ID:47651587 This link opens in a new window
Publication date in RUL:20.12.2020
Views:1075
Downloads:195
Metadata:XML DC-XML DC-RDF
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Secondary language

Language:English
Title:Introducing game mechanics into models of e-business
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 today’s 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.

Keywords:gamification, e-business, motivation, SWOT-analysis

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