Gamificação em Aplicativos de Organização Pessoal: Uma Análise de Mercado

  • Milena Batalha Pereira UNIRIO
  • Herick Henrique Cardouzo UNIRIO
  • Tadeu Moreira de Classe UNIRIO

Resumo


Introdução: A procrastinação é um comportamento comum, relacionado à falta de motivação e à dificuldade de autorregulação. Aplicativos gamificados de organização pessoal têm sido propostos como soluções acessíveis para combater esse problema, incorporando elementos de jogos que estimulam o engajamento. Objetivo: Este estudo visa identificar os elementos de gamificação mais utilizados por aplicativos de gestão de tempo e tarefas com foco na redução da procrastinação. Metodologia: Foram selecionados 25 aplicativos gratuitos nas plataformas iOS e Android, avaliados usando a Escala de Avaliação de Aplicativos Móveis (MARS) e classificados conforme o Octalysis Framework. Resultados: Os resultados mostram que os elementos mais frequentes são barras de progresso, pontos e gerenciamento de recursos, com ênfase em estratégias extrínsecas de motivação. Os achados sugerem a necessidade de um planejamento estratégico mais eficaz na escolha dos elementos de jogo, visando melhorar a motivação dos usuários e a eficácia na redução da procrastinação. Assim, estes achados são úteis para indústrias de desenvolvimento.
Palavras-chave: Gamificação, Procrastinação, Intervenção Móvel, Organizador de tarefas, Gestão de tempo

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Publicado
30/09/2025
PEREIRA, Milena Batalha; CARDOUZO, Herick Henrique; CLASSE, Tadeu Moreira de. Gamificação em Aplicativos de Organização Pessoal: Uma Análise de Mercado. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 24. , 2025, Salvador/BA. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2025 . p. 2021-2033. DOI: https://doi.org/10.5753/sbgames.2025.9884.