Dissertations / Theses on the topic 'Pokémon (Game) – Social aspects'
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Carpenter, Rachel. "Pokémon Go as a Positive Virtual Reality Game: Promoting Cognitive, Affective, and Empathic Benefits." UNF Digital Commons, 2018. https://digitalcommons.unf.edu/etd/794.
Full textFreeman, Natalie J. "Some aspects of male vervet monkey behaviour." Thesis, Lethbridge, Alta. : University of Lethbridge, c2012, 2012. http://hdl.handle.net/10133/3212.
Full textxiii, 123 leaves : ill. maps ; 29 cm
Khunyeli, Ramotsamai Itumeleng. "'Technic' practices of the computer game Lanner: identity development through the LAN-gameplay experience." Thesis, Rhodes University, 2011. http://hdl.handle.net/10962/d1013405.
Full textChen, Yu. "Essays on Intergenerational and Regional Aspects of Water Management." FIU Digital Commons, 2014. http://digitalcommons.fiu.edu/etd/1525.
Full textTjernberg, Wilmer. "Tabletop game player experience in the age of digitization : Social and material aspects of play." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20134.
Full textAndrews, Alfred 1955. "Football : the people's game." Monash University, Dept. of History, 2001. http://arrow.monash.edu.au/hdl/1959.1/9104.
Full textLe, Gal [Beneroso] Mikael. "Procedural generation of game bits and its effect on game user experience." Thesis, Högskolan i Skövde, Institutionen för hälsovetenskaper, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18659.
Full textNyama, Cynthia. "Investigating aspects of corporate citizenship on private game farms : the case of Mtshelezi Game Reserve in Makana Municipality, Eastern Cape Province /." Thesis, Rhodes University, 2008. http://eprints.ru.ac.za/1288.
Full textReaves, Joseph Allen. "A history of baseball in Asia : assimilating, rejecting and remaking America's game /." Thesis, Hong Kong : University of Hong Kong, 1998. http://sunzi.lib.hku.hk/hkuto/record.jsp?B19470472.
Full textMenuez, Paolo Xavier Machado. "The Downward Spiral: Postmodern Consciousness as Buddhist Metaphysics in the Dark Souls Video Game Series." PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/4161.
Full textBooth, Tara. "Evaluating social media participation for successful marketing and communication by selected private game reserves, Eastern Cape, South Africa." Thesis, Rhodes University, 2013. http://hdl.handle.net/10962/d1015692.
Full textBailie, Brian Jacob-Paul. "Everquest, reality, and postmodern theories of community." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3254.
Full textJohansson, Gustav. "PCG in game bits and its effect on player behaviour." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18695.
Full textRunesvall, Jonna, Gren Kajsa Sahlström, and Lenna Truncale. "Eco Kids - Developing a learning game for children with the aspects of user-centered design, social behavior and reward systems." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23531.
Full textJin, Chengyue. "Game narrative conveyed through visual elements in digital games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20104.
Full textWilson, Shana M. "The Relationship between Superstitious Behaviors of Sports Fans, Team Identification, Team Location, and Game Outcome." TopSCHOLAR®, 2011. http://digitalcommons.wku.edu/theses/1056.
Full textRăzman, Diana Cristina. "Replaying history : Accuracy and authenticity in historical video game narratives." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18962.
Full textEklund, Linnéa. "Stressed out? : Guidelines for making a game to aid with stress symptoms in young adults." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19342.
Full textAllansson, Linda. "A quest to unravel the secrets of gender inclusive game design : A qualitative study on the design process of female protagonists." Thesis, Örebro universitet, Handelshögskolan vid Örebro Universitet, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-72616.
Full textChoi, Kwok To Maurice. "Online dating as a strategic game : why and how men in Hong Kong Use QQ to chase women in mainland China." HKBU Institutional Repository, 2011. http://repository.hkbu.edu.hk/etd_ra/1217.
Full textRuiz, B. Nadia V. "VIDEO GAME CREATION : Inhibitors and Enablers in Female Inclusion." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160713.
Full textBrill, Markus [Verfasser], Felix [Akademischer Betreuer] Brandt, and Jérôme [Akademischer Betreuer] Lang. "Set-Valued Solution Concepts in Social Choice and Game Theory : Axiomatic and Computational Aspects / Markus Brill. Gutachter: Felix Brandt ; Jérôme Lang. Betreuer: Felix Brandt." München : Universitätsbibliothek der TU München, 2012. http://d-nb.info/1031512683/34.
Full textJones, Adam McFaul. "Starts and Stops: Multimodal Practices for Walking as a Group in an Augmented Reality Place Based Game." PDXScholar, 2016. http://pdxscholar.library.pdx.edu/open_access_etds/2748.
Full textHöglund, Cecilia. "Effectiveness in the pandemic : A study of the development of a serious game to facilitate remote meetings." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20001.
Full textSobolevski, Vojciech, and Gözde Meydan. "Effects of community’s monetary engagement on the quality of the final product : The game development on Kickstarter." Thesis, Jönköping University, IHH, Informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54214.
Full textTran, Chris. "What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc10976/.
Full textGregory, Clairellyn Rose. "Who Gender-Bends and Why? A Qualitative Study of World of Warcraft." PDXScholar, 2011. https://pdxscholar.library.pdx.edu/open_access_etds/421.
Full textRiquelme, Csori Fabián. "Structural and computational aspects of simple and influence games." Doctoral thesis, Universitat Politècnica de Catalunya, 2014. http://hdl.handle.net/10803/283144.
Full textLos juegos simples son una clase fundamental de juegos cooperativos, que tiene una enorme relevancia en diversas áreas de ciencias de la computación, ciencias sociales y matemáticas discretas aplicadas. En los últimos años, los distintos aspectos algorítmicos y de complejidad computacional de los juegos simples ha ido ganando notoriedad. En esta tesis revisamos los distintos problemas computacionales relacionados con propiedades, parámetros y conceptos de solución de juegos simples. Primero consideramos distintas formas de representación de juegos simples, juegos regulares y juegos de mayoría ponderada, y estudiamos la complejidad computacional requerida para transformar un juego desde una representación a otra. También analizamos la complejidad de varios problemas abiertos bajo diferentes formas de representación. En este sentido, demostramos que el problema de decidir si un juego simple en forma ganadora minimal es decisivo (un problema asociado al problema de dualidad de hipergrafos y funciones booleanas monótonas) puede resolverse en tiempo cuasi-polinomial, y que este problema puede reducirse polinomialmente al mismo problema pero restringido a juegos regulares en forma ganadora shift-minimal. También demostramos que el problema de decidir si un juego regular en forma ganadora shift-minimal es fuerte (strong) es coNP-completo. Adicionalmente, para juegos simples en forma ganadora minimal demostramos que el parámetro de anchura (width) puede computarse en tiempo polinomial. Independientemente de la forma de representación, también estudiamos problemas de enumeración y conteo para varias subfamilias de juegos simples. Luego introducimos los juegos de influencia, un nuevo enfoque para estudiar juegos simples basado en un modelo de dispersión de influencia en redes sociales, donde la influencia se dispersa de acuerdo con el modelo de umbral lineal (linear threshold model). Demostramos que los juegos de influencia abarcan la totalidad de la clase de los juegos simples. Para estos juegos también estudiamos la complejidad de los problemas relacionados con parámetros, propiedades y conceptos de solución considerados para los juegos simples. Además consideramos casos extremos con respecto a la demanda de influencia, y probamos que para ciertas subfamilias, varios de estos problemas se vuelven polinomiales. Finalmente estudiamos algunas aplicaciones inspiradas en los juegos de influencia. El primer conjunto de estos resultados tiene que ver con la definición de modelos de decisión colectiva. Para sistemas de mediación, varios de los problemas de propiedades mencionados anteriormente son polinomialmente resolubles. Para los sistemas de influencia, demostramos que computar la satisfacción (una medida equivalente al índice de Rae y similar al valor de Banzhaf) es difícil a menos que consideremos algunas restricciones en el modelo. Para los sistemas OLFM, una generalización de los sistemas OLF (van den Brink et al. 2011, 2012) proporcionamos una axiomatización para la medida de satisfacción. El segundo conjunto de resultados se refiere al análisis de redes sociales, y en particular con la definición de nuevas medidas de centralidad de redes sociales, que comparamos en redes reales con otras medidas de centralidad clásicas
Lindholm, Oscar. "Individual game design elements in to-do lists – How the addition of feedback and clear goals is experienced." Thesis, Umeå universitet, Institutionen för informatik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136791.
Full textAlnebo, Carl, and Christoffer Svensson. "Beyond the hype : A study of non-user perspectives." Thesis, Uppsala universitet, Informationssystem, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-315365.
Full textHill, Warren D. "Ballcourts, competitive games and the emergence of complex society." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ38896.pdf.
Full textPaulauskas, Rokas. "The reasons that contributed to the different success stories of space RTS games Homeworld and O.R.B." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446472.
Full textWagner, Alan Richard. "The role of trust and relationships in human-robot social interaction." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31776.
Full textCommittee Chair: Arkin, Ronald C.; Committee Member: Christensen, Henrik I.; Committee Member: Fisk, Arthur D.; Committee Member: Ram, Ashwin; Committee Member: Thomaz, Andrea. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Tay, Lee Y. "Engaging academically at-risk primary school students in an after-school ICT-mediated program." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2008. https://ro.ecu.edu.au/theses/168.
Full textAho, Lind Hanna. "What are the needs and use of educational games in the modern workplace? : A case study on the prospects of equality, diversity, and inclusion education in a multinational business, through the use of a serious game." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20002.
Full textBerg, Marklund Björn. "Games in Formal Educational Settings : Obstacles for the development and use of learning games." Licentiate thesis, Högskolan i Skövde, Forskningscentrum för Informationsteknologi, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8627.
Full textScandinavian Game Developers
Luck, Kelly. "Contested rights : the impact of game farming on farm workers in the Bushmen's River area." Thesis, Rhodes University, 2004. http://hdl.handle.net/10962/d1004144.
Full textAcarsoy, Sara Nil. "Effects of interactivity on narrative-driven games : A heuristic approach for narrative-driven games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19844.
Full textWaller, Vanja. "Gender representation through the horrors of Fatal frame (2001) : Textual analysis into female gender representation in the Japanese survival horror game, Fatal Frame (2001)." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20087.
Full textSvedborg, Andersson Felix. "Reklam i mobila spel : Hur dess faktorer påverkar användarupplevelsen och vad utvecklare kan göra åt det." Thesis, Uppsala universitet, Institutionen för informatik och media, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-325208.
Full textSmartphones har blivit en central del av många personers dagliga liv och många av användarna spelar spel på sina smartphones. Detta har lett till en marknad som kryllar av spel för användare att välja och vraka mellan. Många av de här spelen använder sig av reklam för att generera intäkter till utvecklarna. Den här reklamen kan dock medföra en negativ påverkan på spelarnas användarupplevelse. För att bättre förstå hur olika faktorer hos reklamen påverkar aspekter hos användarupplevelsen och vilka åtgärder utvecklare kan ta för att minimera den negativa påverkan som deras reklam har så utfördes en kartläggning av mobila spel, följt av en rad semistrukturerade intervjuer med användare av mobila spel. Arbetet resulterade i djupare förståelse för hur olika faktorer hos reklamen påverkar användarupplevelsen, samt tre stycken riktlinjer som utvecklare kan följa när de implementerar reklam i sina spel, för att minimera den negativa påverkan som reklamen har på spelarens användarupplevelse.
Nylander, Robin. "Spelbaseratlärande i undervisningen. : Enkvalitativ studie om studenters syn på spelbaserat lärande i undervisningen." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-38024.
Full textGame-based learning is an example of an area where interest has increased during the 2010s and research has shown positive effects with game-based learning. Pellas, et al. (2018) explains that it is difficult to keep students motivated and engaged in the classrooms when they believe that the teachers' educational choices and learning methods are boring and uninspiring. A recurring problem is that there are many students who, for various reasons, do not carry out various parts of courses or even skip an ongoing education. The purpose of this study is to investigate how students with previous experience of games view game-based learning in order to create a foundation that can be used as support in implementing the learning method. The study is based on a qualitative method that includes semi-structured interviews with six different respondents who were chosen due to their unique experiences. The study is based on a theoretical framework consisting of the categories Motivation, Achievement, Attitude, Challenges and Benefits. Questions for the interviews were based on the theory and were supplemented with scenarios which contained specific information from the courses the respondents participated in, in order for them to have something to relate to. The results of the study show that the students have a positive view of game-based learning in the studies and feel that it would be fun to introduce game-based learning in the teaching. They argue that it could contribute to increasing motivation and improving performance, but at the same time they see challenges that come with game-based learning where the design of the game is clearly pointed out. The students explain that a game should be designed to be adapted to the current target group and be able to meet the individual's needs. Game-based learning has proven to have a place in the school bench according to the gaming generation because it comes naturally to them to interact in that way.
Lind, Jim, and Lingegård Axel. "Spelifiering och matsvinn : En kvalitativ undersökning om spelelement som kan reducera matsvinn." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446866.
Full textFör att motverka klimatkrisen och miljöförändringarna som kommer med den kan spelifierade system implementeras. Studier visar att matsvinn är en stor bidragande faktor till klimatkrisen, och att den största andel matsvinn sker i hemmet. Denna studie undersöker spelifiering och vilka spelelement som kan bidra till att motivera och skapa engagemang hos hushåll för att minska matsvinnet. Spelifiering använder sig av spelelement i icke-spelsammanhang, och har visat sig användbart inom andra områden, såsom hälsa och utbildning. Studien involverar en litteraturundersökning, där tidigare forskning sammanställs och behovet för denna studie klargörs. Denna studie presenterar vilka spelelement som kan minska matsvinn i hushåll, baserat på analys av kvalitativa data samlat genom intervjuer. Studien bidrar med vägledande kunskap om vilka spelelement ett spelifierat system bör innehålla för att uppnå reducerat matsvinn.
Ask, Alexandra, and Emma Österlund. "Mitt jag och min avatar : Identifikation och emotionella förbindelser genom spelkaraktärer i digitala spel." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-44481.
Full textEmotional design is a phenomenon that is relevant in connection with the user experience in game design. Designers could develop a product that provides a more emotional experience for the user by taking emotional connections and emotions to consideration. With the growing gaming industry, it is relevant for game development to take emotional connections into consideration. During the process it is important to understand where the motivation for the game lies within the user. This study examined how users relate and identify with their own created characters. The study has been based on Massive Multiplayer Online Role-Playing Games (MMORPG) where social and emotional connections are observed. The work also evaluates how the relationship between the user and the avatar appears. Theories will also be presented that compile the data collection, which will be presented and discussed. Finally, the result is presented that demonstrably introduces what the relationship looks like and why it looks the way it does.
Gharibpour, Sohrab. "Going beyond the Visual Domain : Improving the UX of Sonic Interaction." Thesis, Umeå universitet, Institutionen för informatik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105050.
Full textLevin, Jakob, and Adam Lindegren. "Spelifiering inom träningsapplikationer och dess inverkan påyttre motivation." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-43210.
Full textIntroduktion: Spelifiering inom träningsapplikationerhandlar om att stimulera och motivera användare till ett ökatutförande av fysisk aktivitet genom implementeradespelelement inom applikationer. Genom den ökandedigitalisering i samhället hoppas denna studie kunna stärkabilden av spelifiering som en effektiv motivationshöjandestrategi för att motarbeta de effekter som en sedentär livsstilhar på individers hälsa. Syfte och Metod: Syftet med dennastudie är att undersöka hur yttre motivation kan påverkaanvändare av spelifierade träningsapplikationer att utförafysisk aktivitet. Denna studie nyttjade mixade metoder, en kombination av en kvantitativ och en kvalitativ metod meden parallell design som användes för att sammanföraresultaten av den kvantitativa- och den kvalitativadataanalysen. Resultat: Resultatet från denna studie kanförse användare med stöd vid valet av träningsapplikationerutifrån deras individuella träningsvanor och underlätta vidutvecklingen av träningsapplikationer genom att hjälpaskapa förståelse för individuella spelelements påverkan påpotentiella användare. Samt ge en bättre förståelse för hurspelifiering inom träningsapplikationer kan ha en positivinverkan på användares motivation och hur man kanundvika de negativa aspekter spelifiering inomträningsapplikationer kan föra med sig. Slutsats:Spelelement kan bidra till utförandet av fysisk aktivitet tillen varierande grad. Användare som agerar efter externstyrning eller introjektion tenderar att ha en svagareanknytning till den aktivitet som utförs. Medan användaresom agerar efter identifiering eller integration tenderar att haen starkare anknytning till den aktivitet som utförs.
Gottschalk, Moa, and Roth Emilia Björk. "En studie om hur e-handelstjänster kan designas för att främja ett hållbart konsumtionsbeteende." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44559.
Full textToday, consumption is one of the biggest factors when it comes to increased global warming, and people’s negative habits of food consumption are increasing. In today's society the climate is an important issue, and the climate changes that occur may have negative consequences to the peoples mode of life. E-commerce has become more common because of the constant growth of digitalization, and this is one of the reasons why people's consumption behaviour is unsustainable. This study was performed with a designoriented research approach. From the literature study we identified the goalbased game elements badges, progression meter and points. The goalbased game elements were combined with guidelines for design of sustainable behavior change, thereafter the purpose of the study was to investigate however the combination of goalbased game elements with guidelines of design for a sustainable behaviour change can promote a sustainable consumption behaviour. The results of the study shows that the combination of goalbased game elements with guidelines of design for a sustainable behaviour change can provide drive, self-awareness and guidance in the consumption process.
Elund, Judith. "The gendered body in virtual space : sexuality, performance and play in four Second Life spaces." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2012. https://ro.ecu.edu.au/theses/544.
Full textPersson, Desirée. "Design av grafiskt material till ett indiespel: Processen att utveckla en logotypoch webbsida till spelet Heathen Quest." Thesis, Högskolan Dalarna, Grafisk teknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:du-30014.
Full textThe goal of this investigation was to create a logo and a website for the game Heathen Quest. Both the website and the logo would appeal to the game's target audience and convey the feeling of the game: "Role playing game with classic dungeon crawling and modern elements". A visual content analysis was used to investigate how popular indie games designed their web pages and logos. A survey was conducted with respondents from the target group to investigate what they experienced as appealing. To see if the material would be commercially viable, semi-structured interviews were conducted with industry active in indie game development. A semi-structured interview with Heavy Realm Games was performed to validate that the material reflected the feeling that the studio wanted to be conveyed. Based on the data collected, design suggestions were created that would signal that the game was an RPG game, be appealing to the target audience and visually represent the game's theme. During the investigation it became clear that it is important to design with a clear goal. The author has also discovered the importance of choosing the material to promote a game based on the time available to create and maintain it. It is possible that there are other types of marketing material that would have been more relevant to focus on before launching the game. The result of the sketches that were created during the work show that they, to a large extent, appeal to the target group, will be commercially viable and communicate the theme of the game well.
Svensell, Elin, and Amanda Öberg. "Vilken karaktär väljer du? : Karaktärsval i digitala spel och klädernas roll." Thesis, Umeå universitet, Institutionen för informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-183615.
Full textJademyr, Malin, and Johansson Linnéa. "Designförslag för hur spelifiering kan implementeras i LMS plattformar för att främja en känsla av kompetens hos studenter." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-39651.
Full textToday, there is an increased need for a digital place where students can participate in courses and acquire knowledge. One type of such a digital place are learning platforms and an example of one such platform is Learning Management Systems (LMS). Technology has a significant role in students’ lives, and because of this they also expect this technology to work well. In the context of education, motivation is regarded as one of the most important factors for students to be successful and a feeling of competence is part of what needs to be achieved. A feeling of competence is about having a person feel good, knowledgeable or skilled at something and experiencing a feeling about their own potential. If the feeling of competence decreases, a student can lose their motivation and thereby give up on their studies. A design technique that can be used to foster a feeling of competence, that is part of intrinsic motivation, is gamification. However, using gamified elements which are competitive has not only resulted in positive results. Research in gamification has resulted in mixed results on how well the design technique works to foster a feeling of competence. Previous research on gamification has disregarded how competence and intrinsic motivation influence a student's performance. Previous research has studied whether gamification works instead of studying how gamification can work in a study context. Therefore, this study intends to investigate how gamification can be implemented in digital learning platforms to foster a sense of competence among students. The question was examined with a design-oriented approach where game elements were designed into a prototype of an LMS platform. Evaluation of the prototype made it possible to develop four design proposals of how gamification can be used to foster students' sense of competence in an LMS platform.