Inhalt des Dokuments
Implementierung und Evaluierung eines multimodalen Informationssystems
Date/Time: 21.09.2017, 11:30-12:00
SPEAKER: Fabian Push (TU Berlin)
ABSTRACT:
In this thesis, the use of "gamification" in a mobile
application was experimentally tested and analyzed to find out whether
this leads to an intensified user retention. First of all, with the
help of a literature research, the term "gamification" was
specified in more detail and based on the question why people play the
different forms of gamification were outlined. Furthermore, modern
development and analysis techniques for mobile applications were
presented.
The thesis then focuses on a practical
experiment, in which one of the listed gamification elements was
implemented in the iOS application of the company Asana Rebel.
Previously, the most appropriate element had been chosen on the basis
of a thorough analysis using existing approaches. The application
already has a sophisticated event tracking system that can be used to
analyze all important metrics of the app. In addition, a so-called
"A/B test" was used for this experiment
After an update, the users were divided into two groups, one of
which was exposed to the newly implemented function, while the other
group used the conventional version and served as a control group. A
total of over 80,000 users participated in the exeriment, so the
precise effects of the newly integrated gamification element could be
shown. The hypothesis that the user retention is significantly
improved by the use of the new gamification element could not be
convincingly demon-strated, but improvements in other metrics became
visible.