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Why Gamification?
The aim of this part of my thesis is to explain the psychological and economic processes behind the development of gamification as a new business solution. It points out opportunities especially for the non-profit sector. Accompanied by guidance towards creating valuable experiences, it provides a basis for further development of future experience designs. The text gives insight into what motivates people to encourage action and a change in behaviour, explains the drive and history behind consumers' needs, as well as what it needs to build a long-term relationship with a product/company or brand.
This theory is supplemented by a prototypical implementation, developed in collaboration with Monika Minichberger. As described in the practical part we worked on together, gamification is used as a contemporary solution to increase donations for non-profit organisations.
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