Spelifiering
Peter Parnes, Professor of Mobile and Pervasive Computing, and Josef Hallberg, Associate Professor of Mobile and Pervasive Computing. Photo: Linda Alfredsson View original picture , opens in new tab/window

Research on games that changes behaviors

Published: 7 October 2016

Luleå University of Technolgy will establish research in the area of gamification. This is within the framework of a four-year project in collaboration with the municipality of Luleå.

Luleå University of Technolgy is pointed out as a key player when Luleå Municipality will invest in creative industries. The intention is to become a cluster for game-related activities, and that the university will contribute with research and development.

– When the project has expired, we will have established self-sustaining research in gamification at the university, says Peter Parnes, Professor of Mobile and Pervasive Computing .

– The project will also have resulted in that gamification becomes a regular part of many of our programmes and have contributed to competence in the field among the university staff.

To change your behavior

Gamification is a technique used when it is desired to change human behavior. The technique is primarily used when there is an obstruction or resistance to behavioral change. Gamification refers to people's internal needs and aims to motivate people to get them to do something specific.

The idea of ​​gamification is thus to capture things that appeals to people, such as a sense of appreciation. In game terms, this may mean that you belong to a gaming clan or grouping, and you feel that you are in control of the game circumstances and that you are rewarded for successful accomplishments.

– It may involve, for example, to use an app to get someone to exercise more in order to improve their health, says Josef Hallberg, Associate Professor of Mobile and Pervasive Computing.

– Or to increase the interest in learning, either in school or skills development in a company.

Collaboration with the IT industry

The university's work with gamification will largely be interdisciplinary. Already, Luleå University of Technology has a good and established cooperation with companies in the IT industry in Luleå.

– Gamification, including virtual and augmented reality, is an attractive area for the future to strengthen industry and education both locally and nationally, says Josef Hallberg.

The project will run for four years and ends in 2019. The project is a collaboration between Luleå University of Luleå.

In the media

Contact

Josef Hallberg

Josef Hallberg, Associate Professor

Phone: +46 (0)920 493177
Organisation: Pervasive and Mobile Computing, Computer Science, Department of Computer Science, Electrical and Space Engineering
Peter Parnes

Peter Parnes, Professor

Phone: +46 (0)920 491033
Organisation: Pervasive and Mobile Computing, Computer Science, Department of Computer Science, Electrical and Space Engineering

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