TY - THES A1 - Schuster, Sabrina T1 - Investigation of gamification effects on user's motivation and flow experience in cycling applications N2 - Since the beginning of the Covid-19 pandemic a drastic increase in the number of mHealth application (app) downloads can be seen. However, overall retention rates are low in fitness apps hence, gamification and behavior change techniques are used within applications to positively affect user’s motivation. Yet, flow which is linked to intrinsic motivation is rarely if ever taken into account. In order to understand the effects of game elements on user’s motivation and flow experience a quantitative study was conducted using standardized questionnaires that were filled in by participants after testing the cycling applications adidas Running App by Runtastic, Komoot, and Strava. The results showed no significant differences between the apps nor age and sex differences in the perception of the applications. To the author’s knowledge, this is the first study to examine the effects of gamification on both user’s motivation and flow experience in cycling applications. The study identified several principles and gives recommendations that possibly increase user’s motivation and support flow experiences. Y1 - 2021 UR - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:573-32804 CY - Ingolstadt ER - TY - CHAP A1 - Weigl, Klemens A1 - Schuster, Sabrina A1 - Riener, Andreas ED - Pezarat-Correia, Pedro ED - Vilas-Boas, João P. ED - Cabri, Jan T1 - Investigation of UX and Flow Experience in Sports Activities during the Covid-19 Pandemic: A Comparative Analysis of Cycling Apps T2 - icSPORTS 2021: 9th International Conference on Sport Sciences Research and Technology Support: Proceedings N2 - Since the onset of the Covid-19 pandemic, a dramatic increase in mHealth application (app) downloads has been documented. However, overall dwell retention for fitness apps is low, so gamification techniques are used within apps with the goal of positively influencing the user experience and ultimately the user’s motivation. The so-called flow, which is related to intrinsic motivation, has been little explored in the context of cycling apps. Therefore, we conducted a quasi-experimental cycling study with 34 cyclists (20 female, 14 male; 19 to 57 years old) who tested the adidas Running by Runtastic (Adidas Runtastic), Komoot, and Strava cycling apps during a 20-minute bike ride. After testing each cycling app, they completed the User Experience Questionnaire (UEQ) and the Flow State Scale-2 Short (FSS-2S). Our results showed no significant differences across the six factors of the UEQ, nor across the total score of the FSS-2S. Thus, we conclude that the three cycling apps Adidas Runta stic, Komoot, and Strava are perceived and rated almost equally by female and male cyclists. UR - https://doi.org/10.5220/0010688200003059 KW - Outdoor Cycling KW - Smartphone Apps KW - eSports KW - User Experience (UX) KW - Flow KW - Motivation Y1 - 2021 UR - https://doi.org/10.5220/0010688200003059 UR - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:573-40338 SN - 978-989-758-539-5 SN - 2184-3201 SP - 68 PB - SciTePress CY - Setúbal ER - TY - THES A1 - Schuster, Sabrina T1 - Development of a gamified onboarding process for the METUS software and analysis of the impact on the learning curve of new users N2 - Organizations increasingly rely on technology to stay competitive in today’s fast-paced business environment. Implementing new software solutions is a common strategy for organizations to enhance productivity, streamline processes, and improve overall performance. However, learning new business software can be time-consuming and may cause frustration among new users. To counteract this, gamification can be used, which has been proven to affect motivation, user experience, and usability positively. In order to understand the effects of game elements on the onboarding experience and learning curve of new users in a business context, an onboarding process called the Basic Onboarding was developed for the METUS software and tested during a between-subjects user study. METUS is a methodology and software solution by PricewaterhouseCoopers GmbH WPG to create and manage products by creating an aligned 360-degree perspective connecting the market and product view. The onboarding development was based on literature analysis, an expert interview, and a survey among experienced METUS users. The study results showed no significant impact, only discernible trends, of game elements on the perceived user experience, usability, learning curve, and mental workload. Based on the quantitative and qualitative data, recommendations are given to improve the Basic Onboarding, the METUS software, and the overall experience. Y1 - 2023 UR - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:573-37276 CY - Ingolstadt ER -