„Gamification in Marketing: Insights on Current and Future Research Directions Based on a Bibliometric and Theories, Contexts, Characteristics and Methodologies Analysis.“


by Patrícia Marques Santos, Joana Matos Dias, and Cristela Maia Bairrada. published in 2024 in the journal Heliyon by the Faculty of Economics at the University of Coimbra, Portugals or critical evaluation based on specific criteria.

Critical Evaluation of the Master’s Thesis

1. Quality of Design

  • Evaluation: The design is strong, with a focus on comprehensive bibliometric analysis and the TCCM (Theories, Contexts, Characteristics, and Methodologies) framework. This approach effectively categorizes and synthesizes existing literature.
  • Strength: The hybrid review approach offers a well-organized view of gamification research in marketing, especially in terms of identifying research clusters and future directions.
  • Weakness: The methodology could benefit from further exploration of alternative analytical frameworks beyond TCCM for a more diverse perspective.

2. Degree of Innovation

  • Evaluation: This thesis is innovative in its synthesis of gamification literature specific to marketing using bibliometric and TCCM analysis, which has not been widely explored before.
  • Strength: The emphasis on future research recommendations is particularly novel, setting a foundation for emerging areas in gamification.
  • Weakness: The study primarily focuses on well-researched gamification elements and does not explore less common aspects of gamification, such as VR/AR or AI applications.

3. Independence

  • Evaluation: The work shows a high level of independence, as it extensively gathers and categorizes literature without reliance on pre-existing summaries.
  • Strength: The extensive use of original data from Scopus and the detailed analysis indicate a thorough, self-directed effort.
  • Weakness: The thesis could potentially over-rely on keyword-based Scopus data, which might introduce some selection bias in the included research.

4. Organization and Structure

  • Evaluation: The thesis is logically structured, moving smoothly from background to methodology, analysis, and discussion.
  • Strength: Clear division into bibliometric analysis, TCCM framework, and conclusions makes the complex information accessible.
  • Weakness: Some sections, especially the conclusions, could better integrate insights from the bibliometric and TCCM analyses for stronger cohesion.

5. Degree of Communication

  • Evaluation: The communication is professional, with well-defined terms and clear language.
  • Strength: Technical jargon is well-explained, making the thesis accessible even to readers unfamiliar with gamification in marketing.
  • Weakness: Some parts of the analysis could benefit from simpler language to improve clarity further, especially in technical sections.

6. Scope of Work

  • Evaluation: The scope is comprehensive, covering a broad range of gamification applications and identifying research gaps.
  • Strength: The use of 114 articles from Scopus gives a broad overview of gamification in marketing, supporting a thorough exploration of the field.
  • Weakness: The reliance on only journal articles excludes valuable insights from books and industry reports, which could enrich the scope.

7. Orthography, Care, and Accuracy

  • Evaluation: The thesis is well-edited with minimal errors in grammar or spelling.
  • Strength: The thesis adheres to high standards of academic language, and formatting errors are minimal.
  • Weakness: Occasional complex terminology may affect readability for non-specialist readers.

8. Literature

  • Evaluation: The literature review is exhaustive and up-to-date, including foundational and recent studies.
  • Strength: It includes a diverse array of sources, with a balanced representation of foundational theories like self-determination theory and current research.
  • Weakness: The literature review could benefit from including more critiques of gamification, examining both its benefits and limitations in marketing.

Summary and Grading

Suggested Grade: 2 (Very Good)

This thesis is thorough, well-organized, and highly original in its approach to categorizing and analyzing gamification research in marketing. While some areas, such as the conclusion integration and broader literature scope, could be strengthened, the overall quality is very high.


Escape the Decision Arena – Designing and evaluating an immersive collaborative gaming experience in a cylindrical environment

Title: Escape the Decision Arena – Designing and evaluating an immersive collaborative gaming experience in a cylindrical environment
Author: Peter Dromberg
Publication Year: 2022
Institution: Linköppings Universitet
Department: Department of Science and Technology

When I was researching for interesting Masters Theses this one stood out to me. Most of the other Masters theses I found where classic 2D Games, Inventory Systems or traffic simulations. This one is also a Game, but it uses a 360 Degree screen with multiple projectors around a round table. This makes the interaction and the possibilities much harder but also much more interesting.

1. Level of Design

The level of design in this thesis is well-structured and follows a classic scientific style, with clear sections, example images, and graphs that aid in understanding the content. It is a traditional approach, aligning with academic standards for a scientific master’s thesis. However, the design remains quite formal and restrained, which contrasts with more visually creative, “designy” theses that explore unique layouts or experimental formats.

2. Degree of Innovation

The work is innovative in several aspects. It explores game design in a non-standard environment (the Decision Arena), which includes an unusual 360-degree display and sound system, creating a new avenue for cooperative immersive games. The thesis pushes the boundaries of typical multiplayer games by integrating physical space with digital interaction, specifically focusing on collaborative gameplay and sound localization.

3. Independence

The authors show a high degree of independence, having not only designed and developed the game but also evaluated it through multiple user tests. They tackled various technical challenges, such as integrating WebSockets, Unreal Engine, and SuperCollider for an immersive audio-visual experience, which demonstrates their capability to work autonomously and resolve complex, interdisciplinary problems.

4. Outline and Structure

The thesis follows a logical and clear structure, with sections on the theoretical framework, methodology, game design, evaluation, and results. Each chapter builds on the previous one, which aids in understanding their design decisions. The theoretical section covers immersion, sound, and interface design comprehensively, providing a strong foundation for the project. However, the structure could be improved by consolidating some sections to streamline readability.

5. Degree of Communication

The thesis communicates its findings well, though there are some technical terms that could benefit from additional clarification for general readers. The methods and results are presented clearly, with diagrams and figures enhancing the understanding of the Decision Arena’s setup and the system architecture. The authors also provided a balanced presentation of quantitative and qualitative evaluation results, which enhances the comprehensibility of their research outcomes.

6. Scope of the Work

The scope is ambitious, covering game design, sound engineering, and immersive technology within a collaborative environment. The authors focused on multiple dimensions of the game (visuals, sound, interaction) within the limited space and technology constraints of the Decision Arena. While comprehensive, the scope might have been narrowed to explore one or two aspects more deeply, such as sound localization or immersive design mechanics.

7. Orthography and Accuracy

The Author effectively communicate his concept, which aligns well with academic standards. It is written very well and helps to really understand the topic and the Journey the Author went through.

8. Literature

The thesis utilizes a good selection of literature related to immersive experiences, game design, and sound localization, particularly relevant to the unique Decision Arena setting. The authors have cited a range of studies on immersion, interface design, and collaborative gaming, indicating a strong theoretical basis for their project.

Sources

https://www.diva-portal.org/smash/get/diva2:1740943/FULLTEXT01.pdf

Evaluation of a Master’s Thesis

Runners High, Creating Interactive Audio Experiences for Runners

Master Theses in Sound Design by Hannes Barfuss at Zürcher Hochschule der Künste. May 2021

1. Level of Creativity

        The Author brings in a good amount of creativity in his thesis, he develops an audio-based AR app that should enhance the experience of running. He explores different areas like real time sound manipulation, spatial Audio, programming and develops a prototype.

        He measures acceleration data which puts out numbers, which should be translated into audio, and this audio should tell a ‘story of running’ through sounds and motivate the runner

        2. Degree of Innovation

        Not really knowing what the current state of research in this area is, I would say the work is innovative as he explores audio aspects of AR and he is combining it with real time sound manipulation and audio feedback which interacts with the physical state the runner is in.  Gamification of running is a field with quite a bit of research in it. The thesis shows some of the current project/applications in this field, but they all have a different approach to it.

        This project has a lot of technical challenges as it is dealing with for example latency issues and mobile deployment.

        3. Independence

        The work on this thesis seems like a lot of independent work has been done. The author made algorithms for movement detection and state recognition using for example PureData. It seems like he explored a lot of options and tools to figure out what is best for his work. He developed his own idea and supported and build it up from research. From what I grasped also a lot of problem solving had to be done.

        4. Structure

        Overall, the thesis is well structured going from the first introduction what is the goal, to research in different relevant fields to prototyping to the outcome. He gave the chapters titles in the theme as if it would be a run (from before the run, over choosing the right shoes, until stretching after). Some chapters have too many subchapters, up to seven, and some of them are just half a page long, so he could have put some subchapter together into one.

        5. Degree of Communication

        In some parts this thesis deals with quite complex technical topics. In my opinion it is written in a way that is good to understand with some technical terms explained. But in some parts where he dives a lot into details it can be hard to understand.

        6. Extent of the work

        The thesis has a big amount of work. It includes theoretical research, a technical overview of augmented reality audio, practical design and implementation, and a prototype evaluation. The areas in which he works include and combine artistic and technical aspects.

        7. Orthography and accuracy

        The work has clear documentation and citations. It seems like the author gave attention to the language used. Overall, it seems like a very well researched work.

        8. Literature

        The topic covers many different areas of research, and the thesis is written upon more than 65 sources on various relevant topics. Although it is not very clear in the literature list on first sight which kind of sources are used.

        Evaluation of a Master’s Thesis

        The Master’s thesis I chose for this task is from University of Zagreb – School of Designs and it was written by Nikola Heged. The title of this Master Thesis is “TERAPINO — System for Advancing Therapeutic Techniques“.

        1. Level of design

        The design of this thesis follows the guidelines set by the university. While there is no freedom in designing the format itself, small adjustments to the layout of elements are allowed. In my opinion, the format used is quite interesting; it is rather large and horizontally oriented, which gives it a sense of importance and formality. The author skillfully utilized the given format to create a cohesive and harmonious whole.

        2. Degree of innovation

        I consider this project to be innovative because it connects the physical and digital aspects of therapy for children. The system fundamentally functions as a digital application with an extension in an analog form, depending on the specific needs of the therapeutic process, patients, and/or therapists. The system covers the process during therapy but also enables individual therapeutic activities that the child can complete independently at home or with parents. In this way, the overall therapeutic process is rounded out and enhanced, extending beyond the therapist’s office to the home environment.

        3. Independence

        The author collaborated extensively with the Polyclinic for Children and Youth of the City of Zagreb, and this project is based on their professional work. From this, I conclude that a great deal of effort and independence was invested in collecting, summarizing, and conceptualizing the project — under the mentorship of professors, of course.

        4. Outline and structure

        I find that the structure is clearly laid out, starting with an analysis of the area of interest, followed by creative research methods, which further guides the author towards defining the target group and designing the project. The flow of this thesis makes sense to me, and the sections are well-connected. In its outline, the topic appears to be well-focused and not overly broad, addressing only what is necessary for the final outcome.

        5. Degree of communication

        The degree of communication in this thesis is clear and effective. The author does a good job of keeping a consistent tone while explaining complex ideas in a simple way. The structure helps with communication by moving logically from one section to the next, so each point builds on the last one. The use of visuals and examples makes it easier to understand, which helps a wider audience follow along. This focus on communication adds to the overall clarity and effectiveness of the project.

        6. Scope of the work

        The scope of the work is well-defined and focused. The author clearly outlines the main goals and objectives, making it easy to understand what the project aims to achieve. He saw the clear pain points of the topic, and without going off track or including unnecessary information, worked his way to the solution. Overall, the scope of the project is appropriate and supports the main thesis effectively

        7. Orthography and accuracy

        The thesis is well organized, clearly divided into logical chapters and subchapters, also the author uses footnotes for citations the right way. However, the thesis does contain some spelling errors, which could have been avoided with a more thorough review of the entire work.

        8. Literature

        I believe that a sufficient number of works have been used for the literature review, all of them seem relevant and credible sources, which I consider very important for this topic. Additionally, the literature is divided into books, scientific articles, and online sources, which I appreciated as it makes it easier to review.

        Evaluation of a Master’s Thesis

        The Master’s thesis I chose for this task was written by Diogo da Costa Alves Pinto for the acquisition of a Master Degree in Sound Design at the Portuguese Catholic University of Arts. It aims to explore the taxonomic and causal link between emotions and sound objects and is titled “A Sound is Worth a Thousand Words”.

        I chose this thesis because I was hoping it might give me pointers in my own research, since the abstract hinted that there is an element of deconstruction in the audio experiments.

        • Level of Design

            As has been observed with multiple Master’s theses in the field of Sound Design, this one also just seems to follow university protocol – there are no special elements that stick out in terms of visual design, and it also does not seem like it was a requirement for fulfilment of the task. However, I did notice that there are mixed fonts throughout the thesis (i.e. index is formatted differently from the main body of text, headings are different than continuous text), so the coherence throughout the whole document in terms of readability is missing a bit.

            • Degree of Innovation

            The topic itself does not seem to bring an entirelynew idea into the field, however, there are good points that are being made about the translation of studies into other languages and possible bias or issues that could stem from that – in that sense, taking the field of study into an environment with a different mother tongue brings new insights.

            • Independence

            It seems like the author has carried out multiple experiments on their own and managed to evaluate the results thereof on their own, in addition to doing literature research in advance to inform those experiments.

            • Outline and Structure

            On the first glance, the structure makes sense in the index. However, when reading the thesis, the layout begins to seem a bit clumsy in a way that does not fully support the intended structure or the reading flow (e.g. numbering of chapters and subchapters). There is a separate chapter titled ‘Structure’ which is mostly self-explanatory or reiterates the methodology chapter. Overall, in its outline, the topic appears to be a bit too broad for its initially stated purpose. There is also one sub chapter which only consists of one sentence – this could have probably been combined with another sub chapter.

            • Degree of Communication

            The author does a good job of explaining basic concepts and ideas using appropriate literature and references from the field of study. Connections and comparisons in between sources and experiments are drawn, but sometimes in illogical order (e.g. comparison to other method is made before the reader has been introduced to other method). There is an awareness that external factors influence associations with sounds and that the rationalized involved in causal listening influences test results. This is expressed well, and there is a lot of needed detail about variances and why specific models are utilised more in sound and music.

            • Scope of Work

            There is mixed detail when it comes to analysis of the work that was undertaken. A lot of value was placed on literature research, but especially the evaluation and setup of the second experiment might have required a little more detail in the explanation. It was not clear whether the alterations in the sound should bring about a specific emotion or whether the individual original sounds were to be considered for their emotional feedback, and there is no Appendix showing the details of the test results in a way that could clarify that. The author managed to recruit quite large sample groups for the scope of the study twice, but there was not a lot of background on which sounds were used, why they were used and what the use of these specific sounds would bring to the conclusion, so in some ways, the thesis felt a little too broad-angled to concisely and effectively bring depth into a field that has been explored before.

            • Orthography and Accuracy

            Overall, the work is quite neat in terms of orthography. The citations seemed to be incomplete at time, so there is an aspect of the work that appears as if the diligence has been placed on other aspects, such as the experiment and the content over the formatting.

            • Literature

            The thesis cites mostly papers, books, dissertations and standard literature for the field. It draws back on historical references, but always puts them into context with more up-to-date literature examples.

            Overall, this thesis tries to approach a large topic with the help of two empirical experiments. A lot of effort has been put into those and the literature research, but it appears that some of the insights and critical evaluations get lost in the communication and the broad scope of the thesis.

            Evaluation of a master’s thesis

            Author: Benjamin Christopher Homm

            Title: Gamifcation for Mental Health: Designing a Supportive Treatment Concept for Depression in Young Adults

            Issued on: 21.04.2021

            Submitted on: 19.10.2021

            Institution: Technische Hochschule Ingolstadt

            Study Program: User Experience Design

            Source: https://opus4.kobv.de/opus4-haw/files/2189/I001006828Thesis.pdf

            Even though right now I am focusing more on physical health problems rather than mental health problems, I chose this thesis in particular because it seemed like a well put together thesis that focused on design and the creation of actual prototypes. All the other theses I looked at didn’t really feature design elements.

            (1)   Level of design

            In terms of aesthetics the work is kept rather simple but keeps a coherent and appealing design throughout. In terms of how design was used in the work, multiple design methods and frameworks were utilized showing a deeper understanding of design and its scientific methods. The author used UX need cards, ideation tools such as mind maps and post it sorting, personas, empathy maps, storyboarding, crazy 8 method, paper prototypes and much more.

            (2) Degree of innovation

            In this field of mental health problems digital solutions and gamified approaches already exist but it is not very widespread so the topic itself is still very novel. The author definitely found his research gap and was able to conduct new and relevant research and also create a function prototype based upon his new research.

            (3) Independence

            Though the work is based on a lot of existing research and frameworks, the author did a lot of work on his own. Surveys, user tests and expert interviews were conducted, the findings analyzed, and an app prototype was created. All of this shows a strong self-driven approach to the whole thesis.

            (4) Outline and structure

            The thesis is structured in a very clear way. First the two main topics of depression and gamification are explored and analyzed. After that the use of gamification for mental health specifically is discussed. After this theoretical part comes the practical part. People suffering from depression are surveyed and the results are used to create personas and storyboards. Expert interviews are also held. Furthermore, potential competitors are analyzed. After doing research the author begins designing and creating a prototype app.

            (5) Degree of communication

            The author uses concise language as well as specialist terms but makes sure to explain them. Concepts are explained in a easily digestible manner. Furthermore, the goals, process and findings are effectively communicated. It was always clear how the author arrived at his conclusions and it felt like all the information was given and nothing was omitted.

            (6) Scope of the work

            The scope is comprehensive, addressing depression’s complexities, integrating gamification, and developing a working prototype evaluated across multiple stages, making the project ambitious yet well-contained. The scope of the project was set correctly in my opinion – it wasn’t too ambitious and the most focus was on the research. The prototype is rather simple but well designed and thought out, with appealing visuals.

            (7) Orthography and accuracy

            As previously mentioned, the author uses concise language but also uses specialist terms. I didn’t find any errors while reading. The writing style could have been more academic at certain points but as a whole I think the work is quite well written.

            (8) Literature

            The literature used was well chosen and many works were used – 80 references in total are given. Most of them are books or papers though some online resources were also used. The sources range from gamification to depression to design. Because I have done some research into this field already, I was able to recognize some of the most popular sources on these fields and saw that the author used those. Some contemporary sources were also used as evident by the mentioning of covid-19.

            To summarize, the work itself is structured in a clear and logical way. The scope was set right, and a lot of research was done which culminated in a successful prototype. I personally quite enjoyed reading this master thesis and would rate it quite highly.

            Evaluation master thesis „Alles nur Show?: eine Analyse über die (Selbst-)Präsentation deutscher Rapperinnen in ihren Musikvideos“

            Author: Celebi, Aylin

            Titel: Alles nur Show?: eine Analyse über die (Selbst-)Präsentation deutscher Rapperinnen in ihren Musikvideos

            Publication: Salzburg, April 2019

            Institution: Universität Salzburg, Kultur- und Gesellschaftswissenschaftliche Fakultät

            Study program: Kommunikationswissenschaft

            Level of Design:

            The master’s thesis has a very simple and minimalistic design. It appears to follow a predefined layout rather than a custom design.

            Degree of Innovation: The topic is quite innovative, focusing specifically on the self-presentation of German female rappers in music videos. The introduction highlights the intention to explore gender representation, specifically in a German context.

            Independence:

            The author has shown great independence, especially in the development of a customised coding scheme for video analysis. It was important to the author that all videos were analysed according to the same categories, so she developed her own scheme that took the themes of the videos into account.

            Outline and Structure:

            The introduction uses many quotations and sources and was not written in own words. Only at the end does it become clear what it is about. The indirect quotations are given in brackets after the text passages. This disturbs the flow of reading.

            The table of contents could be organised more clearly in some sections. There are many recurring topics. Instead of the heading “Definitions”, “hip-hop” could be chosen as the heading, as it is only written about. Another thing I noticed is that the Abstract is at the end of the master thesis.

            Degree of Communication:

            The thesis is well-written, with a clear and professional tone. Sometimes, especially in the introduction, it jumps around between topics a bit quickly.

            Scope of the Work:

            The scope is appropriate for a master’s thesis, covering relevant aspects of gender studies, hip-hop culture, and media representation within a German context.

            Orthography and Accuracy:

            There are Accuracy mistakes such as missing page references for some images in the list of figures and tables at the beginning. The orthography seems fine at first glance.

            Literature:

            This work has used a lot of literature for research (13 pages bibliography). Some sources are from the last century, such as the book “Sexualisierung der Körper” (Sexualisation of the Body) from 1983. Current literature would be desirable for this topic.

            Source: https://eplus.uni-salzburg.at/download/pdf/5061226.pdf

            „Was kaufen wir da eigentlich?“

            Bachelorarbeit von Frau Helena Seel

            Thema: „Beeinflussung der Kaufentscheidung durch den Einsatz von Bildbearbeitung im Bereich Lebensmittel“ 

            1. Gestaltungshöhe: Die Arbeit zeichnet sich durch eine klare Struktur aus. Die grafischen Elemente und Diagramme unterstützen die Analyse der Konsumentenentscheidungen, könnten jedoch visuell ansprechender gestaltet sein, um die Ästhetik der Forschungsarbeit zu erhöhen.
            2. Innovationsgrad: Die Arbeit bearbeitet ein relevantes Thema im Bereich Konsumentenverhalten und Bildbearbeitung. Auch wenn das Thema praxisrelevant ist, bleibt der Innovationsgrad begrenzt, da vorwiegend bestehende Theorien und bekannte Methoden zur Anwendung kommen.
            3. Selbstständigkeit: Die selbst durchgeführte Online-Befragung sowie die Auswertung mittels EFS Reporting zeugen von einem selbstständigen Ansatz und einem klaren Forschungsziel.
            4. Gliederung und Struktur: Die Arbeit ist logisch gegliedert. Der theoretische Hintergrund und die empirische Untersuchung werden klar voneinander getrennt und übersichtlich dargelegt.
            5. Kommunikationsgrad: Die Arbeit ist sprachlich gut verständlich und vermittelt die Inhalte anschaulich. Gelegentlich könnten Fachbegriffe weiter ausgeführt werden, um auch Leser ohne Vorwissen im Bereich Konsumentenverhalten anzusprechen.
            6. Umfang der Arbeit: Mit etwa 50 Seiten entspricht der Umfang einer typischen Bachelorarbeit. Die Arbeit behandelt alle relevanten Aspekte, könnte jedoch um weitere empirische Details ergänzt werden, um eine tiefere Analyse der Ergebnisse zu ermöglichen.
            7. Orthographie, Sorgfalt und Genauigkeit: Die Arbeit ist überwiegend sorgfältig geschrieben, weist jedoch einige Rechtschreibfehler auf.  Stellenweise könnten die Formulierungen jedoch präziser sein, um Missverständnisse zu vermeiden.
            8. Literatur: Die Literatur ist umfassend und deckt die zentralen Werke zum Thema Konsumentenverhalten ab. Einige aktuelle Studien hätten jedoch ein stärkeres Gewicht auf den neuesten Stand der Forschung gelegt.

            Evaluation of External Master Thesis

            Author: Eva Jenčuráková
            Title: Handwriting of the Author in the Artists Book of Poetry (Rukopis autora v autorskej knihe básní)
            Institution: Technical University of Košice, Faculty of Arts, Department of Design (Fakulta umení Technickej univerzity v Košiciach, katedra dizajnu)
            Study programme: Design (dizajn)
            Language: Slovak (slovenský)

            This thesis explores the integration of visual art and poetry to create a deeply personal and expressive work. The author investigates how handwritten text, illustrations, and poetry can combine in an artist’s book to convey thoughts and emotions authentically. The output of the thesis was printed book of poems consisting of 120 pages of authors poetry utilizing their personal handwriting and illustrations, and 120 empty pages, where author invites the reader to reflect on their own thoughts and experiences.

            1. Level of Design

            The design of the thesis is contains well-integrated multifaceted elements. Combining poems, handwritten texts, and illustrations creates a cohesive and balanced layout that aligns with the subject matter. The author originally intended to create a script font based in their handwriting for this project, however after further experimentation and contemplation decided against it – part for their inexperience with font creations, but mainly for authenticity, which is inevitably diminished in any such attempts.

            2. Degree of Innovation

            This work introduces an innovative approach by merging visual arts with poetry in an artist’s book format with personal approach. The author also included audio recording of a self-narrated audio, which further distinguishes the project, providing a multi-sensory experience.

            3. Independence

            The project demonstrates a strong capacity for independent work. The author has clearly led the creative process, developing both the theoretical and artistic aspects with minimal external guidance, which reflects well on their self-direction and commitment. The author was working with their own personal creative output since the beginning – their poetry, and they have build the rest on this basis.

            4. Outline and Structure

            The structure of the thesis well-organized. Each section builds logically on the last, guiding the reader through both the research and the creative process seamlessly. However there is no notable subdivision of bigger part into chapters, which might have provided better overview of the content.

            5. Degree of Communication

            The concepts were communicated in a way that is easy to follow. The work is highly personal and as such at times the texts are perhaps unnecessarily long. The author possess certain poetic flair in their written expression, which could have been on occasion toned down and reduced, given the academic context of the thesis.

            6. Scope of the Work

            The thesis addresses a broad range of relevant ideas, from the creative process to the study of interdisciplinary trends among young poets and artists. Research was conducted meticulously and included multiple methods, such as for example interviews of other poets ( young people with work yet unpublished) and deep analysis of relevant already published works. All this gives the work depth while keeping it focused on the main artistic goals.

            7. Orthography and Accuracy

            The text shows attention to spelling and grammar, with no significant errors. Author is obviously well versed in writing. The careful editing contributes to the professional quality of the work.

            8. Literature

            The literature used is relevant and thoughtfully chosen. The author based their work in relevant bibliography, only occasionally reaching for internet sources, when appropriate.

            Hey creative minds! I’m on a mission to explore this topic in a practical and doable way. Here’s my game plan:

            1. Dive into Research: I’m starting by digging into research on gamification and design thinking. I’ll comb through articles and case studies to understand the latest insights.
            2. Mini Experiments:
              • Online Simulations: Instead of big workshops, I’ll organize bite-sized online simulations. Think interactive challenges that participants can tackle from the comfort of their own screens.
              • Weekly Creativity Checks: I’ll conduct weekly creativity check-ins with a small group of participants. We’ll explore different gamified techniques and track how they influence creativity over time.
              • Virtual Brainstorming: Harnessing the power of technology, I’ll host virtual brainstorming sessions with gamified elements. It’s like bringing the fun of gamification to our design discussions, minus the logistical headache!
            3. Measure What Matters:
              • Creative Output: I’ll develop simple creativity assessments to measure the quality and originality of ideas generated during our experiments.
              • Engagement Surveys: Quick surveys will help me gauge participant engagement and satisfaction with the gamified activities.
              • Process Observations: I’ll keep a close eye on the design thinking process during our experiments, noting any changes in approach or problem-solving strategies.
            4. Simplicity is Key: Keeping it simple is my motto. I’ll focus on small-scale experiments that don’t require a big budget or logistical gymnastics.
            5. Share the Knowledge: Once I’ve collected some insights, I’ll share them with the world. Whether through blog posts, social media updates, or informal chats with classmates, I’ll spread the word about what I’ve learned.

            So, that’s my plan to explore gamification in design thinking, one manageable experiment at a time. It’s all about curiosity, creativity, and making the most of the resources we have as students. Let’s dive in and see where this journey takes us! ✨🎮🚀