
In my bachelor's thesis, I examined gamification and analyzed the elements that define it, as well as why it is becoming increasingly relevant in modern software development. To be able to create and justify such a gamified concept, I
designed a sports app as a concrete use case. This sports app was intended to motivate users to exercise through playful content, in line with gamification, and
make training more engaging. To harmonize the two worlds of gamification and sport, I created surveys & personas, defined use cases, and developed click dummies in Adobe XD.


Respondents were categorized into four gamer types using a standardized questionnaire: Killer (competitive), Achiever (achievement-oriented), Socializer (community-focused), and Explorer (immersion-driven).

Assessing current motivation for sports.

Demographic data.

Assessment of physical activity before the pandemic.

Assessment of physical activity during the pandemic.








Excerpt from the Paper Prototype

Digitization of the paper prototype. Due to the pandemic restrictions (2021), the paper prototype was digitized and tested remotely by participants.
Clean & dynamic UI
Motivating colour palette (orange tones are activating and motivating according to colour psychology
Simple & intuitive interactions
Playful look
Thoughtful concept with a clear
gamification focus
Positive Feedback from Usability Tests & Interviews
A strong blend of motivation,
structure & fun

Sample screens from Space Kolumbus
Conclusion
The concept was rated very positively overall by participants. The originality, playful approach, and potential to create new motivation for physical activity were particularly highlighted. Gamification was not perceived as a gimmick, but as a meaningful motivator – especially through progression,
storytelling, and social game modes.
There is potential for the future in:
a deeper integration of all sports into the game world
a fair, sport-specific points and level system
as well as long-term studies on sustainable motivation
Overall, the project shows that home training through gamification can be significantly
enhanced. Although the concept does not replace a gym, it does offer
a new, playful approach that can make physical activity more appealing in the long term.









