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Table of contents
1 Introduction
1.1 PROBLEM STATEMENT
1.2 PURPOSE AND RESEARCH QUESTIONS
1.3 SCOPE AND DELIMITATIONS
1.4 OUTLINE
2 Theoretical Framework
2.1 ADDICTION
2.2 SMARTPHONE ADDICTION (SA)
2.3 GAMIFICATION
2.4 GAME ELEMENTS
2.5 SELF DETERMINATION THEORY (SDT)
2.5.1 Intrinsic Motivation
2.5.2 Extrinsic Motivation
2.6 FLOW THEORY
2.7 HEXAD FRAMEWORK AND FIVE-FACTOR MODEL
3 Methods and Implementation
3.1 METHODOLOGY
3.1.1 Literature Review
3.1.2 Interviews
3.1.3 Surveys
3.2 DATA COLLECTION
3.2.1 Sampling
3.3 DATA ANALYSIS
3.4 VALIDITY AND RELIABILITY
3.4.1 Threats
3.4.2 Measures
3.4.3 Considerations
3.4.4 Consent
4 Results
4.1 LITERATURE REVIEW
4.1.1 Search Strategy
4.1.2 Findings of the Literature Review
4.2 INTERVIEWS
4.2.1 Target Group
4.2.2 Symptoms of Addiction
4.2.3 Role of motivation in addiction
4.2.4 Frequency of problematic smartphone use and smartphone addiction
4.2.5 Factors that cause or trigger smartphone addiction
4.2.6 Gamification and user engagement
4.3 SURVEYS
4.3.1 Mini Survey
4.3.2 Main Survey
4.3.3 Key Findings of the Main Survey
4.4 KEY FINDINGS FOR RQ1
4.5 KEY FINDINGS FOR RQ2
5 Discussion
5.1 SMARTPHONE ADDICTION – IS IT REALLY THAT BAD?
5.2 GAMIFICATION THROUGH THE LOOKING GLASS OF ADDICTION
5.3 GAMIFICATION IS CERTAINLY NOT ALL DARK
5.4 WHAT WE MAKE OUT OF OUR RESULTS
6 Limitations of this Research
7 Conclusion
8 Directions for Future Research
9 References
10 Appendices
10.1 APPENDIX A: SEMI-STRUCTURED INTERVIEW QUESTIONNAIRE
10.2 APPENDIX B: SURVEYS




