Abstract:
The purpose of the paper was to examine the benefits of using gamification to encourage reading for leisure. Recreational reading has been proven scarce in adolescents and it is crucial to turn technology that is often the cause into a motivational tool. This is accomplished by developing an app that uses gamification methods relying on the psychology of motivation, mainly SelfDetermination Theory, and the Octalysis framework that proposes eight core drives that motivate people in every aspect of life: meaning, accomplishment, empowerment, ownership, social influence, scarcity, unpredictability, and avoidance. The application uses those core drives to further encourage users to build their reading habits, providing them with features like tracking what and when they are reading, levelling up whenever they read, generating statistical graphs, or viewing and decorating a digital bookshelf with realistic animations. The paper goes deeper into each feature and gives an example of how it motivates users to read.
CITATION:
IEEE format
A. Busić, J. Lončar, A. Petrović, “Web Application for Reading Encouragement Through Gamification,” in Sinteza 2026 - International Scientific Conference on Information Technology, Computer Science, and Data Science, Belgrade, Singidunum University, Serbia, 2026, pp. 619-625. doi:10.15308/Sinteza-2026-619-625
APA format
Busić, A., Lončar, J., Petrović, A. (2026). Web Application for Reading Encouragement Through Gamification. Paper presented at Sinteza 2026 - International Scientific Conference on Information Technology, Computer Science, and Data Science. doi:10.15308/Sinteza-2026-619-625