Date of Award
Bachelor of Arts
The rise of the digital era has caused digital domains to become increasingly prevalent and impactful in people’s lives. This thesis explores the threats, as well as possible benefits of one type of digital system: a gamified app. It examines how gamification can impact people and society in positive and negative ways. An experimental model was tested to examine the potential impacts of such apps. The project also considered the ethical implications of gamified systems and suggests that if ethical frameworks are created, gamified systems can have a positive effect on people’s lives and be tools for positive social change.
Barnes, Matthew, "The Gamification of Well-Being" (2022). Honors Theses. 1636.