Add Thesis

Gamification Project: Joyful Mind

Written by T. Engel

Grade 1,9

Paper category

Term Paper


Business Administration>General




Term Paper Gamification: Gamification has recently gained a lot of attention. Although it has been around for a long time, the subject has gained overwhelming attention in the form of mass market consumer software that draws inspiration from video games. This trend is related to a large number of existing human-computer interaction concepts and research. In a pandemic that has led to a decline in participation and retention, and a decline in consumer attention, gamification methods can help solve these problems (Deterding et al., 2011, pp. 9-15). The JoyfulMind project hopes to encourage people to improve their abilities. Mental Health. It strives to study the use of gamification concepts to promote the practice of gratitude. Create an innovative way to record gratitude diary. Gratitude is closely related to happiness (Wood et al., 2010, pp. 890–905). It is about acknowledging the good in one's life, whether it is tangible or intangible. In this process, the divider recognizes the beauty of the world and connects to something greater than himself, such as nature (Harvard Health Press, 2011). In this article, various aspects of the gamification project JoyfulMind are shown. The focus is on the user part, their motivation and how to use their personality to help them achieve a better mental state through gamification. This will be done by viewing the expansion of the ocean model and game motivation map. One of the emerging business trends is to use gamification principles to attract users to enhance their experience and task performance. Originated in the digital media industry in 2008, research in the field of gamification is still in its infancy. The idea introduced in this field means using game design elements in non-gaming environments, encouraging users to contribute and interact with services, products, or other users. A popular misconception is that gamification means designing and playing games. In fact, it is about finding ways to align motivation and motivation. Then, gamification elements will increase productivity and performance (Sharmistha and Rebekah, 2016, p. 7). In the past few years, gamification is becoming a tool for building user engagement and is expected to become a new generation of marketing and customer engagement methods. These applications can be extended to topics such as increased user activity and social interaction. The desired user model is considered to be developed from intrinsic motivation and gaming experience, which is generated by game-like features built into the service. Therefore, the topic of gamification has become a hot topic in academic research. It is worth noting that the word ""gamification"" in the paper has grown faster than the average search hit rate. Although a lot of research has been done in this field, considering their methods, results and environment, there is a lack of a consistent understanding of the research carried out. Basically all languages ​​have equal gratitude, and all major religions encourage the expression of gratitude. Although expressing gratitude has its occasional criticism, these are in sharp contrast with the high emphasis on gratitude in human history. In the United States, it has been institutionalized by the National Thanksgiving Day. The expression of gratitude varies around the world, but it seems to be a virtue in all societies. It is a necessary habit for some ancient cultures that do not share gratitude to express their gratitude verbally (Watkins et al., 2009, pp.437-445). Gratitude has attracted considerable attention in popular culture. The predominance of books aimed at a wide audience on this subject proves the broad appeal of this timeless concept. These books usually include reflections on the power of gratitude and strategies for cultivating gratitude. The main message is that a life centered on gratitude will counteract unsustainable desires and negative mental states. This mentality can have many positive effects: inner peace, happiness and deep interpersonal relationships. Although the public and history have shown great interest in the topic of gratitude, it has not received serious research attention in the field of scientific psychology. Many of the positive effects claimed to be caused by the practice of gratitude are difficult to prove with experience, and even the intuitive and convincing arguments stated in popular literature are usually more based on theory. The contribution of gratitude to health and well-being shows great potential, but the extent to which these practices have a positive impact on the divider is still a mystery (Emmons et al., 2002, pp. 459-471). After decades of character research and 16 factors derived from cartels, the ocean dimension has become the most accepted character trait model. This model has been established at the international level. These five traits do not fully explain personality, but contain a large number of terms related to personality (John & Srivastava, 1999, pp 6-9). The five personality traits described are openness, conscientiousness, extroversion, agreeableness, and neuroticism. The first trait, openness, is characterized by imagination and insight. High trends indicate widespread interest worldwide. These people are eager to learn and appreciate new experiences. Although a high level of openness reflects a passion for creativity and adventure, a low level usually represents a traditional way of life. The standard characteristics of conscientiousness are thoughtfulness, impulse control, and a strong goal-driven mentality. Highly responsible people tend to be methodical and self-disciplined, and pay great attention to details. These people think ahead and reflect on their behavior, while paying attention to deadlines." Read Less