Print Email Facebook Twitter Exploring Gamification in Extreme Sports Title Exploring Gamification in Extreme Sports Author Van der Horst, M.B. Contributor Hultink, H.J. (mentor) Beekman, A.Q. (mentor) Faculty Industrial Design Engineering Department Product Innovation Management Programme Master of Science Strategic Product Design Date 2016-03-31 Abstract This master thesis sets out to develop a product / service designed for the most valuable metric (across multiple action sports) and to present a gamified experience of this metric to the user. The thesis presents a roadmap stating what (action) sports should be targeted: kiteboarding, wakeboarding, snowboarding, surfing, and skateboarding. The metric of ‘park objects’ was selected as metric that was deemed most promising across all five core-board-sports. The metric of ‘park objects’ essentially entails who went over what Park Object at what time. Here, BLE Beacons are very promising. The thesis recommends to place BLE Beacons onto Park Objects, through which multiple core-board-sports can be targeted. The product-service system designed in this master thesis holds a design for the Minimal Viable Product (MVP) of applying BLE Beacons onto Park Objects. The MVP-case being to place BLE Beacons onto Park Jumps (with ‘standard’ dimensions) in wakeparks for wakeboarding. Subject Strategic DesignGamificationAction SportsBLE BeaconsWakeboarding To reference this document use: http://resolver.tudelft.nl/uuid:488f9baa-7ea0-4ff2-a97e-19f4a5f811dc Access restriction Campus only Part of collection Student theses Document type master thesis Rights (c) 2016 Van der Horst, M.B.