• Gamification of Chores 

      Almankaas, Christoffer; Sørmo, Fredrik Johannes Gillebo (Master thesis, 2020)
      I dag bruker en betydelig del av befolkningen smarttelefoner på daglig basis. Spredningen av denne teknologien og dens anvendelse under forskjellige omstendigheter har blitt et attraktivt felt for forskere. Spesielt ...
    • Gamification of Chores 

      Almankaas, Christoffer; Sørmo, Fredrik Johannes Gillebo (Master thesis, 2020)
      I dag bruker en betydelig del av befolkningen smarttelefoner på daglig basis. Spredningen av denne teknologien og dens anvendelse under forskjellige omstendigheter har blitt et attraktivt felt for forskere. Spesielt ...
    • Gamifying an Oil-Gas-Water Separation Process in a Process Control System to Improve Operators' Motivation, Skills, and Process Understanding 

      Ludvigsen, Marius; Wallervand, Christian (Master thesis, 2012)
      Serious games and its related fields have lately received a lot of interest due to their potential for training and education. Serious games can be defined as (digital) games that are used for reasons other than entertainment. ...
    • Gamifying Schools: Utilising Game Concepts to Enhance Learning 

      Sverdvik, Severin; Hvidsten, Nicolay H (Master thesis, 2013)
      Engaging elementary school students in various school subjects has always been a difficult task for teachers. In recent years, research on using computer games for educational purposes has shown that situated learning can ...
    • Generic framework for development of location-aware applications 

      Gimre, Sigurd; Servold, Hege (Master thesis, 2004)
      Today, several tourist attractions use handheld devices that act as tour guides to give the customers an improved experience and better knowledge of the attraction. A graphical user interface on the devices provides the ...
    • Health and Social Impacts of Playing Pokémon Go on Various Player Groups 

      Wang, Alf Inge; Skjervold, Audun (Peer reviewed; Journal article, 2021)
      Pokémon Go might be considered to be one of the most successful exergames ever released. When the game was released in the summer of 2016, Pokémon Go players spent more time exercising, being outdoors, and socializing with ...
    • High-intensity exergaming for improved cardiorespiratory fitness: A randomised, controlled trial 

      Berg, Jonathan; Haugen, Guri; Wang, Alf Inge; Moholdt, Trine (Peer reviewed; Journal article, 2021)
      Exergaming has been proposed as a promising alternative to traditional endurance training since many experience exergaming as more enjoyable. Therefore, the aim of this trial was to determine the exergaming-induced effect ...
    • High-intensity exergaming for improved cardiorespiratory fitness: A randomised, controlled trial 

      Berg, Jonathan; Haugen, Guri; Wang, Alf Inge; Moholdt, Trine Tegdan (Peer reviewed; Journal article, 2022)
      Exergaming has been proposed as a promising alternative to traditional endurance training since many experience exergaming as more enjoyable. Therefore, the aim of this trial was to determine the exergaming-induced effect ...
    • How to create intuitive game mechanics 

      Thai, Long Thanh (Master thesis, 2022)
      There has been a growing study of intuitive interaction with user interfaces that offers more insight into what insight is, what it means to measure different aspects of intuitive interaction and guidelines for designers ...
    • How to Evaluate Educational Games With Refugee Children: Methodological Aspects and Lessons Learned From EduApp4syria 

      Tahir, Rabail; Wang, Alf Inge (Peer reviewed; Journal article, 2019)
      Educational game evaluation is a multidimensional and complex phenomenon. The growing interest in game-based learning (GBL) results in an increasing need to evaluate the effects of this approach, which requires appropriate ...
    • Impact Of Latency In Wireless Networks For Real-time Multiplayer Games On Mobile Devices. 

      Vagstad, Martin Nybø; Haugsdal, Erlend Børslid (Master thesis, 2015)
      This project describes the current state for wireless networks with regard to real-time multiplayer games on mobile devices. It looks at the limitations of these networks and mechanics to reduce the impact of the introduced ...
    • Implementation and Evaluation of Selfish - a Social Game for MOOSES 

      Føllesdal, Esben André (Master thesis, 2009)
      Cinemas have started the transition from analogue to digital hi resolution movie projectors. This creates opportunities to use the cinemas, and already existing infrastructure, to other purpose than movies. One such example ...
    • Implementing and Evaluating a Friend System in the Mobile Exergame BitPet 

      van Eggelen, Thor-Herman; Hanesand, Magnus (Master thesis, 2023)
      Verdens unge når ikke anbefalingene om fysisk aktivitet, samtidig som de opplever en økning i psykiske helseproblemer. Aktive videospill (exergames), videospill som fremmer fysisk aktivitet, har vist seg å ha potensiale ...
    • Implementing and Evaluating a Friend System in the Mobile Exergame BitPet 

      Hanesand, Magnus; van Eggelen, Thor-Herman (Master thesis, 2023)
      Verdens unge når ikke anbefalingene om fysisk aktivitet, samtidig som de opplever en økning i psykiske helseproblemer. Aktive videospill (exergames), videospill som fremmer fysisk aktivitet, har vist seg å ha potensiale ...
    • Improving User Experience with Gamification and Reward Systems 

      Kartevoll, Morten (Master thesis, 2017)
      The use of mobile technology is steadily increasing in the modern society. Smartphones and tablets have already surpassed desktops on internet usage in 2016. As the possibilities to use these technologies as tools are ...
    • Innendørs kart og navigering: 3D visualisering og relasjoner til eksterne data 

      Meidell, Jon Villy Selnes (Master thesis, 2011)
      Målet med denne oppgaven var å demonstrere et konsept om innendørs navigering med 3D kart-visning på android-platformen. Basert på tilgjengelig dokumentasjon, hjelp av noen utvalgte kode og applikasjonseksempler, samt ...
    • Insights into Design of Educational Games: Comparative Analysis of Design Models 

      Tahir, Rabail; Wang, Alf Inge (Chapter, 2019)
      The study reports on an ongoing research that intends to identify and validate the core dimensions for Game-Based-Learning (GBL) and further explore the shift in dimensional focus between different phases of educational ...
    • Jumble vs. Quiz - Evaluation of Two Different Types of Games in Kahoot! 

      Wang, Alf Inge (Peer reviewed; Journal article, 2019)
      This article presents the results from a study evaluating two types of games in the game-based learning platform Kahoot! Quiz and Jumble. When playing the Quiz game, the goal for the students is to choose one out of four ...
    • KnowledgeWar 2.0 - A Pervasive Knowledge War Game 

      Øye, Jon Kjetil; Forberg, Stian (Master thesis, 2012)
      This thesis set out to study how a pervasive multiplayer lightweight Role-Playing Game could be used within higher education in order to motivate and engage students. The primary research goal was to study the educational ...
    • KnowledgeWar 2.0: A Pervasive Knowledge War Game 

      Oye, Jon Kjetil; Forberg, Stian (Master thesis, 2012)
      This thesis set out to study how a pervasive multiplayer lightweight Role-Playing Game could be used within higher education in order to motivate and engage students. The primary research goal was to study the educational ...