Gamification in music production software : Analysis of gamification elements in Ableton Live 11
Juntunen, Veikko (2024)
Juntunen, Veikko
2024
Viestinnän monitieteinen kandidaattiohjelma - Bachelor's Programme in Multidisciplinary Communication Studies
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
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Hyväksymispäivämäärä
2024-04-24
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202404234144
https://urn.fi/URN:NBN:fi:tuni-202404234144
Tiivistelmä
This thesis explores how gamification appears in music production software; digital audio workstation Ableton Live 11.
Gamification and its effects, especially on learning, have been extensively researched. However, there is a lack of research in terms of creative software, such as contemporary music-making software. Furthermore, gamification research has historically emphasised points and rewards.
Background on Ableton Live, gamification, and game-design elements are presented before showing the research methods and analysis of the research’s findings. Through the analysis of gamification and Ableton Live, this thesis makes synthesis between previous literature, trying to find a new understanding of how game-like elements are presented in such software. Gamification elements in Ableton Live are compared to models of game design elements and presented through data collected and analysed by the author.
Gamification elements in Ableton Live can be found in the domains of experimentation, creation and construction, objectives, boundaries, interface, and feedback when using the model of levels of game design elements as a theoretical framework. The results indicate that Ableton Live is not gamified software as it is usually understood, such as points or rewards. The software contains gamification elements, but they are designed more as general affordances, offering the user means to accomplish their tasks. The findings show that contemporary research on gamification is needed to further define game-like elements in contemporary music production software and applications.
Gamification and its effects, especially on learning, have been extensively researched. However, there is a lack of research in terms of creative software, such as contemporary music-making software. Furthermore, gamification research has historically emphasised points and rewards.
Background on Ableton Live, gamification, and game-design elements are presented before showing the research methods and analysis of the research’s findings. Through the analysis of gamification and Ableton Live, this thesis makes synthesis between previous literature, trying to find a new understanding of how game-like elements are presented in such software. Gamification elements in Ableton Live are compared to models of game design elements and presented through data collected and analysed by the author.
Gamification elements in Ableton Live can be found in the domains of experimentation, creation and construction, objectives, boundaries, interface, and feedback when using the model of levels of game design elements as a theoretical framework. The results indicate that Ableton Live is not gamified software as it is usually understood, such as points or rewards. The software contains gamification elements, but they are designed more as general affordances, offering the user means to accomplish their tasks. The findings show that contemporary research on gamification is needed to further define game-like elements in contemporary music production software and applications.
Kokoelmat
- Kandidaatintutkielmat [8907]