Donors and nondonors’ value priorities and attitudes towards the use of gamification in blood donation

dc.contributorAalto Universityen
dc.contributorAalto-yliopistofi
dc.contributor.advisorHalme, Merja
dc.contributor.authorOkkonen, Ada
dc.contributor.departmentTieto- ja palvelujohtamisen laitosfi
dc.contributor.schoolKauppakorkeakoulufi
dc.contributor.schoolSchool of Businessen
dc.date.accessioned2022-06-19T16:04:05Z
dc.date.available2022-06-19T16:04:05Z
dc.date.issued2022
dc.description.abstractThe objectives of this thesis were to explore whether the value orientations of blood donors differed from the ones of nondonors, what kind of attitudes donors and nondonors had towards the use of gamification in blood donation, and whether there existed a connection between different value orientations and attitudes towards the use of gamification in blood donation. The Schwartz theory of basic human values was the basis for measuring the respondents’ value priorities, and literature on blood donation and gamification were explored to form hypotheses for the study. The empirical research was conducted through an online questionnaire (N=154). The questionnaire included questions on the respondents’ donation behavior as well as a value scale and a scale on attitudes towards the use of gamification on blood donation. The data were analyzed using descriptive statistics, t-tests, one-way ANOVA, and correlation analysis. The findings of the study indicate that blood donors prioritize universalism and self-direction more than nondonors, whereas nondonors prioritize hedonism more than donors. A negative relationship between hedonism and donation experience was also discovered. More specifically, people who have donated blood five or more times seem to prioritize hedonism less than first-time donors. Furthermore, the findings indicate that both donors and nondonors have neutral to positive attitudes towards gamification of blood donation. Out of the ten values, only tradition had a negative relationship with attitudes towards the use of gamification in blood donation while no value had a positive relationship. Finally, managerial implications and theoretical contributions of the findings are presented, and limitations and suggestions for future research are discussed.en
dc.format.extent54 + 7
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/115111
dc.identifier.urnURN:NBN:fi:aalto-202206193952
dc.language.isoenen
dc.locationP1 Ifi
dc.programmeInformation and Service Management (ISM)en
dc.subject.keywordblood donationen
dc.subject.keywordvalue prioritiesen
dc.subject.keywordgamificationen
dc.subject.keywordgameful designen
dc.titleDonors and nondonors’ value priorities and attitudes towards the use of gamification in blood donationen
dc.titleVerenluovuttajien ja verta luovuttamattomien arvot ja asenteet verenluovutuksen pelillistämistä kohtaanfi
dc.typeG2 Pro gradu, diplomityöfi
dc.type.ontasotMaster's thesisen
dc.type.ontasotMaisterin opinnäytefi
local.aalto.electroniconlyyes
local.aalto.openaccessno
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