Uutissovelluksen pelillistäminen

Tässä tutkielmassa selvitetään, miten pelillistäminen vaikuttaa nuorten (18–29- vuotiaat) käsityksiin uutissovelluksesta ja uutisten uskottavuudesta. Tutkimuksessa haastateltiin 15 henkilöä, jotka kokeilivat pelillistetyn uutissovelluksen prototyyppiä. Uutisten lisäksi prototyypissä oli pelillistett...

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Main Author: Tammilehto, Teemu
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Master's thesis
Language:fin
Published: 2020
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/72546
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author Tammilehto, Teemu
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Tammilehto, Teemu Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Tammilehto, Teemu Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Tammilehto, Teemu
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description Tässä tutkielmassa selvitetään, miten pelillistäminen vaikuttaa nuorten (18–29- vuotiaat) käsityksiin uutissovelluksesta ja uutisten uskottavuudesta. Tutkimuksessa haastateltiin 15 henkilöä, jotka kokeilivat pelillistetyn uutissovelluksen prototyyppiä. Uutisten lisäksi prototyypissä oli pelillistettyinä elementteinä tehtäviä, pisteitä ja tilastoja. Tutkimusaineistoa analysoitiin laadullisen tutkimuksen keinoin fenomenografisella otteella. Tutkimustulokset pyrkivät vastaamaan kolmeen kysymykseen: (1) Millaisia kokemuksia uutissovelluksen pelillistäminen herättää nuorissa käyttäjissä (18–29-vuotiaat)? (2) Voiko pelillistäminen lisätä nuorten käyttäjien mielenkiintoa uutisia kohtaan? (3) Vaikuttaako pelillistäminen nuorten kokemukseen uutisten uskottavuudesta? Tutkimusaineistossa painottui myönteisesti pelillistämiseen suhtautuvat, mikä otettiin huomioon tuloksia analysoidessa. Tutkimuksen perusteella pelillistetyillä elementeillä on mahdollisuus lisätä nuorten mielenkiintoa uutisia kohtaan, mikä vahvistaa aiempien tutkimusten hypoteeseja. Etenkin omaa uutiskulutusta koskevat tilastot kiinnostavat nuoria käyttäjiä ja olisivat mediataloille helppo keino kokeilla pelillistämistä. Pelillistetyt elementit eivät myöskään muuttaneet nuorten käsitystä uutisten uskottavuudesta, minkä journalistit ovat aiemmin nostaneet uhkakuvaksi. Tämän tutkimuksen tulokset ovat hyödyksi etenkin media-alan tekijöille, joita kiinnostaa nuorten käyttäjien parempi sitouttaminen. This Master’s thesis examines how gamification affects younger users’ (18–29) assumptions of a news application and of news credibility. This research consists of 15 interviews with people who have used a prototype news application built for this research. The prototype has a news feed but also tasks, points and statistics as gamified elements. This thesis is a qualitative research and uses phenomenography as an analysing method. The goal of this thesis was to answer to three research questions: (1) What kind of experiences younger users have about the gamification of a news application? (2) Can gamification increase younger users’ interest in news? (3) Does gamification have an effect on the credibility of news? This research material consists of users who are mostly positive about gamification, which has been taken into account when evaluating the results. Based on the research material, one could say that gamification has a chance to increase younger users’ interest in news, which was already proposed in earlier research regarding this topic. Younger users are especially interested in having news statistics in their news application, which would be easy to implement in existing applications. The gamified elements of the prototype did not have an effect on the credibility of the news, which has been seen as a possible threat arising from gamification in previous research. This thesis is especially useful to media workers, who want to better engage younger audiences.
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spellingShingle Tammilehto, Teemu Uutissovelluksen pelillistäminen uutissovellus Tietotekniikka Mathematical Information Technology 602 pelillistäminen journalismi media nuoret älypuhelimet uutiset
title Uutissovelluksen pelillistäminen
title_full Uutissovelluksen pelillistäminen
title_fullStr Uutissovelluksen pelillistäminen Uutissovelluksen pelillistäminen
title_full_unstemmed Uutissovelluksen pelillistäminen Uutissovelluksen pelillistäminen
title_short Uutissovelluksen pelillistäminen
title_sort uutissovelluksen pelillistäminen
title_txtP Uutissovelluksen pelillistäminen
topic uutissovellus Tietotekniikka Mathematical Information Technology 602 pelillistäminen journalismi media nuoret älypuhelimet uutiset
topic_facet 602 Mathematical Information Technology Tietotekniikka journalismi media nuoret pelillistäminen uutiset uutissovellus älypuhelimet
url https://jyx.jyu.fi/handle/123456789/72546 http://www.urn.fi/URN:NBN:fi:jyu-202011106586
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