Graduation Year

Spring 2014

Document Type

Campus Only Senior Thesis

Department

Psychology

Second Department

Media Studies

Reader 1

Jennifer Groscup

Reader 2

Nancy Macko

Rights Information

© 2014 Isabella Starbuck Mascheroni

Abstract

Gamification is the wave of the future. With media consumption and technology use consistently on the rise, applying game mechanics to real life scenarios is becoming an increasingly popular way to engage people and even change their behavior. Despite gamification’s increasing popularity, little has been done to apply it in the workplace or test its psychological applications. Through exploration the history gamification up to its present day uses, this study applied a popular gamification technique, “achievements,” to computer tasks similar to those often completed at the average desk job. Although no significant effects of gamification are found on the enjoyment of the tasks or the enjoyment of praise, the study does find that those with desk job experience appreciate praise more. These findings lead to important questions for the future study of gamification, and possible future application of praise in a computer and desk-job based workplace.

This thesis is restricted to the Claremont Colleges current faculty, students, and staff.

Share

COinS