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Resumo(s)
Nowadays the collection of spatial indoor mapping data presents a big challenge for
both science and industry because there is not a cost-effective method yet for it as it is
for outdoor mapping. Research is pointing out to crowdsourcing as means of address
the challenge of massive indoor mapping based on the principle that people should be
the main source of information. Therefore the crowd needs a tool that lets them do
indoor mapping tasks as well as means of motivation. This project has as its main goal
to study the impact of gamification as a motivation factor by implementing and
evaluating it in a mobile application aimed for acquisition of indoor spatial data of the
buildings of the University of Münster. For this purpose an already existing mobile
application was modified to incorporate game elements, thus creating a new version of
the app. Three game mechanics were added for the new version of the app: score,
leaderboard and conquest map. Once both apps were ready (gamified and original
non-gamified) an evaluation was carried out with 28 participants (14 male and 14
female) to assess the impact of game mechanics when users are performing indoor
mapping tasks. As a result we may say that the most of participants preferred the
gamified application over the non-gamified one, the study also shows that actually men
favored the gamified app more than women.
Descrição
Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.
Palavras-chave
Location Based Games Crowdsourcing Gamification CampusMapper Indoor Mapping Mobile application Volunteered Geographical Information Android Applications
