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[{"key": "dc.contributor.advisor", "value": "Jokinen, Jussi", "language": "", "element": "contributor", "qualifier": "advisor", "schema": "dc"}, {"key": "dc.contributor.author", "value": "Sutinen, Aino", "language": "", "element": "contributor", "qualifier": "author", "schema": "dc"}, {"key": "dc.date.accessioned", "value": "2023-11-07T06:34:55Z", "language": null, "element": "date", "qualifier": "accessioned", "schema": "dc"}, {"key": "dc.date.available", "value": "2023-11-07T06:34:55Z", "language": null, "element": "date", "qualifier": "available", "schema": "dc"}, {"key": "dc.date.issued", "value": "2023", "language": "", "element": "date", "qualifier": "issued", "schema": "dc"}, {"key": "dc.identifier.uri", "value": "https://jyx.jyu.fi/handle/123456789/91782", "language": null, "element": "identifier", "qualifier": "uri", "schema": "dc"}, {"key": "dc.description.abstract", "value": "Hyvinvointisovellukset ovat mobiililaitteilla k\u00e4ytett\u00e4vi\u00e4 sovelluksia, joiden avulla yksil\u00f6 voi muun muassa edist\u00e4\u00e4 ja yll\u00e4pit\u00e4\u00e4 omaa terveytt\u00e4\u00e4n ja hyvinvointiaan. Sovelluksia voidaan k\u00e4ytt\u00e4\u00e4 esimerkiksi oman aktiivisuuden seurantaan sek\u00e4 kroonisten sairauksien hoidon tukena. Sovellusten k\u00e4yt\u00f6ll\u00e4 on aiemmissa tutkimuksissa todettu olevan erilaisia hy\u00f6tyj\u00e4 mutta my\u00f6s heikkouksia kuten haasteet pitk\u00e4kestoisen motivaation yll\u00e4pidossa. \nPelillist\u00e4minen on yksi keino lis\u00e4t\u00e4 sovelluksen k\u00e4yt\u00f6n houkuttavuutta ja k\u00e4ytt\u00e4j\u00e4n motivaatiota. Pelillist\u00e4misell\u00e4 tarkoitetaan peleist\u00e4 tuttujen elementtien lis\u00e4\u00e4mist\u00e4 sovellukseen. N\u00e4it\u00e4 elementtej\u00e4 voivat olla muun muassa erilaiset onnistumisista saatavat palkinnot sek\u00e4 edistymist\u00e4 kuvaavat visuaaliset mittarit. Kuten hyvinvointisovelluksilla my\u00f6s pelillist\u00e4misell\u00e4 on todettu voivan olla sek\u00e4 erilaisia hy\u00f6tyj\u00e4 ett\u00e4 heikkouksia esimerkiksi sen vaikutukset motivaatiota nostavasti tai laskevasti.\nTutkimuksessa tarkasteltiin millaisia negatiivisia vaikutuksia pelillistettyjen hyvinvointisovellusten k\u00e4ytt\u00e4j\u00e4t ovat mahdollisesti kokeneet. Negatiivisten vaikutusten selvitt\u00e4minen on t\u00e4rke\u00e4\u00e4, sill\u00e4 tuntemalla mahdolliset riskikohdat voidaan niihin varautua suunnittelussa paremmin. T\u00e4m\u00e4 taas edesauttaa sit\u00e4, ett\u00e4 tulevaisuudessa voidaan suunnitella yh\u00e4 paremmin k\u00e4ytt\u00e4jien tarpeisiin vastaavia sovelluksia. Tutkimusmetodiksi valittiin teemahaastattelu, joka on puolistrukturoitu haastattelutyyppi ja tarjoaa haastattelulle selke\u00e4sti seurattavissa olevan teemoihin pohjautuvan rakenteen mutta my\u00f6s joustavuutta. Tutkimuksen ensimm\u00e4isess\u00e4 vaiheessa toteutettiin my\u00f6s kysely, johon vastasi 45 henkil\u00f6\u00e4. Heist\u00e4 viisi osallistui haastatteluvaiheeseen. \nTutkimuksen tuloksina saatiin ker\u00e4tty\u00e4 tietoa k\u00e4ytt\u00e4jien erilaisista positiivisista ja negatiivisista kokemuksista sek\u00e4 heid\u00e4n ajatuksistaan sovellusten k\u00e4ytt\u00f6\u00f6n liittyen. Negatiivisista vaikutuksista korostui erityisesti negatiivisten tunteiden kuten huolestuneisuuden esiintyminen. Tuloksista ilmeni, ett\u00e4 k\u00e4ytt\u00e4j\u00e4t saivat sovelluksen k\u00e4yt\u00f6st\u00e4 sek\u00e4 negatiivisia, ett\u00e4 positiivisia kokemuksia. Lis\u00e4ksi havaittiin, ett\u00e4 positiivisia kokemuksia koettiin enemm\u00e4n.", "language": "fi", "element": "description", "qualifier": "abstract", "schema": "dc"}, {"key": "dc.description.abstract", "value": "Wellness applications are mobile applications that are used to for example improve and maintain peoples health and wellbeing. The uses of these techonologies can include among other things monitoring persons amount of physical activity and supporting management of chronic illnesses. In previous studies these applications have been found to have various benefits but also weaknesses such as challenges in maintaining long-term motivation.\nGamification is one way to increase the attractiveness of the application or the motivation of the user. Gamification means including elements familiar from games in the applications. These elements may include for example rewards and visual indicators that descibe the persons progress. As like with wellness applications also with gamification it has been found that it can have various benefits as well as weaknesses such as increasign or decreasing motivation of the user.\nThis research investigated what kind of negative effects users of gamified wellness applications might experience. Understanding the possible negative effects is important because knowing the possible risks makes it possible to better prepare against them when designing future applications. This makes it possible to make future technologies answer the need of their users better. The chosen research method was thematic interview which is a semi-structured interview. The chosen method offers the research a theme based structure that is both clear to follow and flexible. A questionnaire was done as first part of the research and it gathered answers of 45 persons. Out of them five were interviewed.\nOutcome of the interviews were knowledge of the positive and negative experiences as well as the thoughts of the interviewees and those who answered the questionnaire. Out of the negative experiences found, it was noted that presence of negative emotions such as worryness was one of the most common ones. The results showed that the users of these technologies had both positive and negative experiences. The results also showed that the amount of positive experiences was greater.", "language": "en", "element": "description", "qualifier": "abstract", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Submitted by Paivi Vuorio (paelvuor@jyu.fi) on 2023-11-07T06:34:54Z\nNo. of bitstreams: 0", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Made available in DSpace on 2023-11-07T06:34:55Z (GMT). No. of bitstreams: 0\n Previous issue date: 2023", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.format.extent", "value": "46", "language": "", "element": "format", "qualifier": "extent", "schema": "dc"}, {"key": "dc.language.iso", "value": "fin", "language": null, "element": "language", "qualifier": "iso", "schema": "dc"}, {"key": "dc.rights", "value": "In Copyright", "language": null, "element": "rights", "qualifier": null, "schema": "dc"}, {"key": "dc.subject.other", "value": "hyvinvointisovellukset", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "mobiiliterveys", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.title", "value": "Hyvinvointisovellusten pelillist\u00e4misen negatiiviset vaikutukset", "language": "", "element": "title", "qualifier": null, "schema": "dc"}, {"key": "dc.type", "value": "master thesis", "language": null, "element": "type", "qualifier": null, "schema": "dc"}, {"key": "dc.identifier.urn", "value": "URN:NBN:fi:jyu-202311077816", "language": "", "element": "identifier", "qualifier": "urn", "schema": "dc"}, {"key": "dc.type.ontasot", "value": "Master\u2019s thesis", "language": "en", "element": "type", "qualifier": "ontasot", "schema": "dc"}, {"key": "dc.type.ontasot", "value": "Pro gradu -tutkielma", "language": "fi", "element": "type", "qualifier": "ontasot", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Informaatioteknologian tiedekunta", "language": "fi", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Faculty of Information Technology", "language": "en", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.department", "value": "Informaatioteknologia", "language": "fi", "element": "contributor", "qualifier": "department", "schema": "dc"}, {"key": "dc.contributor.department", "value": "Information Technology", "language": "en", "element": "contributor", "qualifier": "department", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "Jyv\u00e4skyl\u00e4n yliopisto", "language": "fi", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "University of Jyv\u00e4skyl\u00e4", "language": "en", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Kognitiotiede", "language": "fi", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Cognitive Science", "language": "en", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "yvv.contractresearch.funding", "value": "0", "language": "", "element": "contractresearch", "qualifier": "funding", "schema": "yvv"}, {"key": "dc.type.coar", "value": "http://purl.org/coar/resource_type/c_bdcc", "language": null, "element": "type", "qualifier": "coar", "schema": "dc"}, {"key": "dc.rights.copyright", "value": "\u00a9 The Author(s)", "language": null, "element": "rights", "qualifier": "copyright", "schema": "dc"}, {"key": "dc.rights.accesslevel", "value": "openAccess", "language": null, "element": "rights", "qualifier": "accesslevel", "schema": "dc"}, {"key": "dc.type.publication", "value": "masterThesis", "language": null, "element": "type", "qualifier": "publication", "schema": "dc"}, {"key": "dc.subject.oppiainekoodi", "value": "601", "language": "", "element": "subject", "qualifier": "oppiainekoodi", "schema": "dc"}, {"key": "dc.subject.yso", "value": "hyvinvointiteknologia", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "pelillist\u00e4minen", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.rights.url", "value": "https://rightsstatements.org/page/InC/1.0/", "language": null, "element": "rights", "qualifier": "url", "schema": "dc"}]
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