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Den digitala kaffemaskinen: Spelifiering för spontan interaktion i digitala arbetsmiljöer
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
2025 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
Abstract [sv]

Denna studie undersöker hur spelifiering kan utformas för att uppmuntra spontana samtal och social interaktion i digitala arbetsmiljöer. Distansarbete har förändrat hur kollegor interagerar med varandra, och de informella möten som naturligt uppstår på fysiska arbetsplatser överförs inte automatiskt till digitala miljöer. Genom en kombination av litteraturstudie, enkätundersökning och användartester identifieras speldesignselement och designprinciper som kan främja spontana sociala interaktioner. Studien visar att teambaserade utmaningar, samarbetsbaserade aktiviteter och strukturerade kontaktpunkter är särskilt effektiva för att främja social interaktion. Framgångsrik spelifiering behöver utformas med fokus på trygghet, frivillighet och meningsfullhet, där speldesignelement stödjer användarnas behov av autonomi, kompetens och tillhörighet. Snarare än att fokusera på individuell prestation eller tävling, bör spelifiering ses som ett verktyg för att sänka tröskeln till sociala kontakter och förstärka känslan av samhörighet i digitala arbetsmiljöer. Studien resulterar i en prototyp som visualiserar hur speldesignselement kan integreras i en digital arbetsmiljö, samt riktlinjer för hur spelifiering bör utformas för att främja sociala interaktioner som annars går förlorade i digitala miljöer.

Abstract [en]

This study examines how gamification can be designed to encourage spontaneous conversations and social interaction in digital work environments. Remote work has changed how colleagues interact with each other, and the informal meetings that naturally occur in physical workplaces do not automatically transfer to digital environments. Through a combination of literature review, survey, and user testing, game design elements and design principles that can promote spontaneous social interactions are identified. The study shows that team-based challenges, collaborative activities, and structured contact points are particularly effective in promoting social interaction. Successful gamification needs to be designed with a focus on safety, voluntariness, and meaningfulness, where game design elements support users' needs for autonomy, competence, and relatedness. Rather than focusing on individual performance or competition, gamification should be seen as a tool to lower the threshold for social contacts and strengthen the sense of belonging in digital work environments. The study results in a prototype that visualizes how game design elements can be integrated into a digital work environment, as well as guidelines for how gamification should be designed to promote social interactions that would otherwise be lost in digital environments.

Place, publisher, year, edition, pages
2025. , p. 30
Keywords [sv]
spelifiering, digitala arbetsmiljöer, social interaktion, spontan kommunikation, självbestämmandeteori, speldesignselement, distansarbete, Design Thinking, användarupplevelse
National Category
Media and Communications
Identifiers
URN: urn:nbn:se:bth-28196OAI: oai:DiVA.org:bth-28196DiVA, id: diva2:1976532
Subject / course
ME1659 Bachelor Thesis in Media Technology
Educational program
MEGUL Design of Digital Experiences for Learning
Supervisors
Examiners
Available from: 2025-06-30 Created: 2025-06-25 Last updated: 2025-09-30Bibliographically approved

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digitala_kaffemaskinen(1674 kB)29 downloads
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CiteExportLink to record
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Citation style
  • apa
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