INTERNACIONALNI UNIVERZITET TRAVNIK U TRAVNIKU
SAOBRAĆAJNI FAKULTET TRAVNIK U TRAVNIKU
EKOLOŠKI FAKULTET TRAVNIK U TRAVNIKU
FAKULTET INFORMACIONIH TEHNOLOGIJA TRAVNIK U TRAVNIKU
FAKULTET POLITEHNIČKIH NAUKA TRAVNIK U TRAVNIKU
u saradnji sa
FAKULTETA ZA LOGISTIKO UNIVERZA V MARIBORU, SLOVENIJA
organizuju
33. MEĐUNARODNU KONFERENCIJU
"IZAZOVI NOVIH TEHNOLOGIJA U FUNKCIJI MOBILNOSTI I ODRŽIVOG RAZVOJA"
15. - 16. maj 2026. godine
Internacionalni univerzitet Travnik , Travnik , Bosnia and Herzegovina
This study deals with the analysis of the concept of gamification and its application in digital applications, with a special focus on its impact on users. In the paper, gamification will be explained as a strategy that integrates entertaining and comprehensive game elements into non-game contexts in order to improve engagement and motivate certain consumer and user behavior. The process of applying gamification in environments that are not intended for play will be presented, thereby improving user experience and increasing the likelihood that the purpose of the product will be fulfilled. Gamification helps create a habit of returning to the application; in other words, users have a game experience even though they are not playing a game. The psychological effect of gamification is mainly focused on motivation, enjoyment, and attitude. It can improve user experience, increase user engagement, and increase purchase frequency. The paper analyzes the application of gamification in various fields, such as education, marketing, and healthcare. The empirical part of the paper includes research aimed at examining users’ attitudes towards the application of gamification, their motivational factors for using such applications, as well as the frequency of their use.
The statements, opinions and data contained in the journal are solely those of the individual authors and contributors and not of the publisher and the editor(s). We stay neutral with regard to jurisdictional claims in published maps and institutional affiliations.