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OYUNLAŞTIRMADA OYUN ELEMANLARININ KULLANIMI: ADIDAS MICOACH, KHAN ACADEMY, SUPERBETTER VE SWARM UYGULAMALARININ ÖRNEK OLAY YÖNTEMİ İLE İNCELENMESİ

Year 2018, Volume: 5 Issue: 3, 216 - 236, 29.01.2018
https://doi.org/10.17680/erciyesakademia.349970

Abstract

Bu çalışma, oyun elemanlarının oyunlaştırmada kullanımına
odaklanmaktadır. Oyunlaştırma, oyun tasarım unsurları (elemanları) ve
esaslarının gerçek dünyaya ve oyun olmayan içeriğe aktarılmasıdır. Bu açıdan
oyun elemanları oyunlaştırmanın temelini teşkil etmektedir. Oyun literatüründe
oyun sistemini meydana getiren parçalar olarak ifade edilen oyun elemanları ile
ilgili çok az ampirik çalışma bulunmaktadır. Oyunlaştırmaya dönük çalışmalar
ise, daha başlangıç aşamasında olup, bu konuda kurumsal bir çerçevenin
eksikliği hissedilmektedir. Bu doğrultuda bu çalışmada oyun elemanlarının
oyunlaştırmada kullanımı dört örnek olay üzerinden incelenerek; oyun
elemanlarının varlığı, birbirleri ile etkileşimi ve uygulamalarda kullanım
biçimleri incelenmiştir. Çalışmada öncelikle oyun elemanlarının neler olduğu,
literatür araştırmasında ortaya koyulmuş ve araştırma bölümünde elde edilen
bilgiler ile geliştirilmiştir. Konuyu derinlemesine inceleme imkanı verdiği
için çalışmada nitel örnek olay incelemesi yöntemi tercih edilmiştir.
Uygulamalar arasında karşılaştırma yapabilme imkanı tanıdığı için dört farklı
kategoride oyunlaştırma uygulaması araştırmaya dahil edilmiştir. Araştırma
sonunda elde edilen bulgular çerçevesinde dört uygulamada da birçok oyun
elemanının bulunduğu ancak gözlemlenen oyun elemanlarının tüm uygulamalarda
aynı oranda kullanılmadığı, bazılarının daha çok öne çıktığı görülmüştür. Bunun
yanı sıra oyun elemanlarının birbirleri ile ilişkili biçimde işlediği ve
oyunlaştırmayı birçok parçadan oluşan bir bütün olarak yansıttıkları tespit
edilmiştir. 

References

  • Adams, E. ve Dormans, J. (2012). Game Mechanics: Advanced Game Design. Berkeley, Calif, ABD: New Riders.
  • Blohm, I. ve Leimeister, J. Marco (2013). Gamification. Business & Information Systems Engineering, 5(4), 275–278.
  • Bunchball. Gamification 101: An Introduction to Game Dynamics. Erişim: 15 Kasım 2015. http:// go.bunchball.com/rs/bunchball/images/Bunchball_Gamification_101_0912.pdf,
  • Chou, Y.-K. (2015). Actionable Gamification: Beyond Points Badges Lederboards. ABD: Octalysis Media.
  • Deterding, S., Sicart, M., Nacke, L., O’Hara, K. ve Dixon, D. (2011). Gamification. Using Game-design Elements in Non-gaming Contexts. D. Tan (Ed.). CHI ’11 Extended Abstracts on Human Factors in Computing Systems (s.2425–2428) New York, ABD: ACM.
  • Deterding, S. (2012). Gamification: Designing for Motivation. Interactions, 19 (4), 14.
  • Dul, J. ve Hak, T. (2008). Case Study Methodology in Business Research. Amsterdam, Boston: Elsevier/Butterworth-Heinemann/Elsevier.
  • Evans, D. ve McKee, J. (2010). Social Media Marketing: The Next Generation of Business Engagement. Indianapolis, Ind.: Wiley.
  • Ferah, A. B. (2015). Foursquare’in ve Swarm’ın Türkiye’ye ait verileri [infografik]. Erişim: 21 Nisan 2016. http://sosyalmedya.co/foursquarein-ve-swarmin-turkiyeye-ait-verileri-infografik/
  • Flatla, D. R., Gutwin, C., Nacke, L. E., Bateman, S. ve Mandryk, R. L. (2011). Calibration Games. J. Pierce, M. Agrawala ve S. Klemmer (Ed.). the 24th annual ACM symposium: 16-19 Ekim 2011(s.403). Santa Barbara, CA, ABD.
  • Foxman, M. (2014). Rethinking gamification (Ed: M. Fuchs, vd.). How to Win Foursquare: Body and Space in A Gamified World (s. 71–90). Lüneburg, Germany: Hybrid Publishing Lab.
  • Gosling, V. K. ve Crawford, G. (2011). Game Scenes: Theorizing Digital Game Audiences. Games and Culture, 6(2), 135–154.
  • Hamari, J. (2015). Do Badges Increase User Activity?: A Field Experiment on The Effects of Gamification. Computers in Human Behavior, 71, 469-478.
  • Hamari, J. ve Koivisto, J. (2015). Why Do People Use Gamification Services? International Journal of Information Management, 35(4), 419–431.
  • Herger, M. (2014). Enterprise Gamification: Engaging People by Letting Them Have. CreateSpace Independent Publishing Platform.
  • Huizinga, J. (2006). Homo Ludens: Oyunun Toplumsal İ̇şlevi Üzerine Bir Deneme. İstanbul: Ayrıntı.
  • Hunicke, R., LeBlanc, M. ve Zubek, R. (2004). MDA: A Formal Approach To Game Design And Game Research. AAAI Workshop on Challenges in Game AI, 1722.
  • Huotari, K. ve Hamari, J. (2012). Defining Gamification: A Service Marketing Perspective. A. Lugmayr (Ed.). Proceeding of the 16th International Academic MindTrek Conference: 03-05 Ekim 2012 (s.17-22). Tampere, Finlandiya.
  • Kapp, K. M. (2014). The Gamification of Learning and Instruction Fieldbook: Ideas into Practice. San Francisco, CA, ABD: Wiley.
  • Knaus, M. (2015). Persuasive Technologies and Applications in Health and Fitness. Persuasive Technologies and Applications. 3(2), 5-11.
  • Liu, Y., Alexandrova, T. ve Nakajima, T. (2011). Gamifying Intelligent Environments. A. A. N. Shirehjini, H. S. Albayrak ve A. Yassine (Ed.). Ubi-MUI ‘11: Proceedings of the 2011 international ACM Workshop on Ubiquitous Meta User Interfaces: Kasım 2011 (s.7- 12). Arizona: ABD.
  • Marczewski, A. (2013). Gamification: A Simple Introduction & A Bit More. self-published on Amazon Digital Services, 2013. Kindle edition, Loc 1405.
  • Mcdaniel, R., R. Lindgren ve J. Friskics (2012). Using Badges for Shaping Interactions in Online Learning Environments. Professional Communication Conference (IPCC), 2012 IEEE International:08 – 10 Ekim 2012 (s.4-5). University of Central Florida, Orlando, FL, ABD.
  • McGonigal, J. 2010 (TED2010). Gaming Can Make A Better World. Erişim: 04 Nisan 2016. http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
  • Merino de Paz, Blanca (2013). Gamification: A Tool to Improve Sustainability, Oxford. Erişim:15.12.2015 http://studentnet.cs.manchester.ac.uk/resources/library/thesis_ abstracts/MSc13/FullText/MerinoDePaz-Blanca-fulltext.pdf.
  • Paharia, R. (2013). Loyalty 3.0: How Big Data and Gamification are Revolutionizing Customer and Employee Engagement, ABD: McGraw-Hill Education.
  • Robinson, D. ve Bellotti, V. (2013). A Preliminary Taxonomy of Gamification Elements for Varying Anticipated Commitment. Workshop on Designing Gamification: Creating Gameful and Playful Experiences: 27 Nisan - 2 Mayıs 2013, Paris, Fransa.
  • Ryan, R. M.; Rigby, C. Scott ve Przybylski, A. (2006). The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and Emotion, 30(4), 344–360.
  • Santhanam, R. ve Liu, D. (2015). Towards Meaningful Engagement: Gamification Designs for Gameful Interaction with Information Systems. SSRN Electronic Journal, 8(2), 128- 140.
  • Schell, J. (2014). The Art of Game Design: A Book of Lenses. Hoboken, ABD: Taylor and Francis.
  • Sever, N. S., Koçak, G. N., & Kuhzady, S. (2015). The Evaluation of Potentials of Gamification in Tourism Marketing Communication. International Journal of Academic Research in Business and Social Sciences, 10(5), 188-202.
  • Smith C. (2016). 20 Important Stats and Facts About Foursquare. Erişim: 04 Nisan 2016. http:// expandedramblings.com/index.php/by-the-numbers-interesting-foursquare-user-stats/
  • Suh, A., Wagner C. ve Liu L. (2015). The Effects of Game Dynamics on User Engagement in Gamified Systems. System Sciences (HICSS), 2015 48th Hawaii International Conference:5-8 Temmuz 2015. Hawaii, ABD.
  • Şimşek, H. ve Yıldırım, A. (2013). Sosyal Bilimlerde Nitel Araştırma Yöntemleri. Ankara: Seçkin Yayıncılık.
  • Thompson, C. (2011). How Khan Academy is Changing The Rules of Education. Wired Magazine, 126, 1–5.
  • Terlutter, R. ve Capella, M. L. (2013). The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games. Journal of Advertising, 42(2-3), 95–112.
  • Werbach, K. (2014). Persuasive Technology. D. Hutchison, T. Kanade, J. Kittler, J. M. Kleinberg, A. Kobsa ve F. Mattern, ve diğerleri (Ed.). (Re)Defining Gamification: A Process Approach (s. 266–272). Cham: Springer International Publishing.
  • Werbach, K. ve Hunter, D. (2012). For The Win: How Game Thinking Can Revolutionize Your Business. Philadelphia, ABD: Wharton Digital Press.
  • Yamagiwa, S.; Ohshima, H. ve Shirakawa, K. (2015). Development of Skill Scoring System for Ski and Snowboard. J. Cabri (Ed.) Sports science research and technology support. Rome, Italy, October 24-26, 2014. Cham: Springer. ss. 1–15.
  • Yin, R. K. (2003). Case Study Research: Design and Methods. Thousand Oaks, Calif., ABD: Sage Publications.
  • Zichermann, G. ve Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, California, ABD: O’Reilly.
  • Zichermann, G. ve Linder, J. (2010). Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests. Hoboken, N.J., ABD: Wiley.

USE OF GAME ELEMENTS IN GAMIFICATION: A CASE STUDY ON ADIDAS MICOACH, KHAN ACADEMY, SUPERBETTER AND SWARM APPLICATIONS

Year 2018, Volume: 5 Issue: 3, 216 - 236, 29.01.2018
https://doi.org/10.17680/erciyesakademia.349970

Abstract

This study focuses on use of game elements in
gamification. Gamification is the transfer of game design elements and
essentials, which form the basis of gamification, into real world and non-game
content. Literature is limited to a few empirical studies that handle the
composing elements of a game system. Gamification-related studies are still at
their early stages and there is lack of research on theoretical framing of the
subject matter. To fill the gap in literature, based on four case studies, this
study examines the use of game elements in gamification in terms of their
presence, interactions and types of use in applications. Study initially
manifests game elements in literature review and later this manifestation is
developed through acquired knowledge during research. We preferred qualitative
case study method that enables to examine the subject in detail. We added
gamification applications in four different categories for comparison purpose.
The study findings showed that all application categories include many of the
observed game elements but in different ratios; some game elements are more
prominent than the other ones in some applications. We also observed that game
elements operate (work) in interaction and they reflect the gamification as a
whole consisting of many components. 

References

  • Adams, E. ve Dormans, J. (2012). Game Mechanics: Advanced Game Design. Berkeley, Calif, ABD: New Riders.
  • Blohm, I. ve Leimeister, J. Marco (2013). Gamification. Business & Information Systems Engineering, 5(4), 275–278.
  • Bunchball. Gamification 101: An Introduction to Game Dynamics. Erişim: 15 Kasım 2015. http:// go.bunchball.com/rs/bunchball/images/Bunchball_Gamification_101_0912.pdf,
  • Chou, Y.-K. (2015). Actionable Gamification: Beyond Points Badges Lederboards. ABD: Octalysis Media.
  • Deterding, S., Sicart, M., Nacke, L., O’Hara, K. ve Dixon, D. (2011). Gamification. Using Game-design Elements in Non-gaming Contexts. D. Tan (Ed.). CHI ’11 Extended Abstracts on Human Factors in Computing Systems (s.2425–2428) New York, ABD: ACM.
  • Deterding, S. (2012). Gamification: Designing for Motivation. Interactions, 19 (4), 14.
  • Dul, J. ve Hak, T. (2008). Case Study Methodology in Business Research. Amsterdam, Boston: Elsevier/Butterworth-Heinemann/Elsevier.
  • Evans, D. ve McKee, J. (2010). Social Media Marketing: The Next Generation of Business Engagement. Indianapolis, Ind.: Wiley.
  • Ferah, A. B. (2015). Foursquare’in ve Swarm’ın Türkiye’ye ait verileri [infografik]. Erişim: 21 Nisan 2016. http://sosyalmedya.co/foursquarein-ve-swarmin-turkiyeye-ait-verileri-infografik/
  • Flatla, D. R., Gutwin, C., Nacke, L. E., Bateman, S. ve Mandryk, R. L. (2011). Calibration Games. J. Pierce, M. Agrawala ve S. Klemmer (Ed.). the 24th annual ACM symposium: 16-19 Ekim 2011(s.403). Santa Barbara, CA, ABD.
  • Foxman, M. (2014). Rethinking gamification (Ed: M. Fuchs, vd.). How to Win Foursquare: Body and Space in A Gamified World (s. 71–90). Lüneburg, Germany: Hybrid Publishing Lab.
  • Gosling, V. K. ve Crawford, G. (2011). Game Scenes: Theorizing Digital Game Audiences. Games and Culture, 6(2), 135–154.
  • Hamari, J. (2015). Do Badges Increase User Activity?: A Field Experiment on The Effects of Gamification. Computers in Human Behavior, 71, 469-478.
  • Hamari, J. ve Koivisto, J. (2015). Why Do People Use Gamification Services? International Journal of Information Management, 35(4), 419–431.
  • Herger, M. (2014). Enterprise Gamification: Engaging People by Letting Them Have. CreateSpace Independent Publishing Platform.
  • Huizinga, J. (2006). Homo Ludens: Oyunun Toplumsal İ̇şlevi Üzerine Bir Deneme. İstanbul: Ayrıntı.
  • Hunicke, R., LeBlanc, M. ve Zubek, R. (2004). MDA: A Formal Approach To Game Design And Game Research. AAAI Workshop on Challenges in Game AI, 1722.
  • Huotari, K. ve Hamari, J. (2012). Defining Gamification: A Service Marketing Perspective. A. Lugmayr (Ed.). Proceeding of the 16th International Academic MindTrek Conference: 03-05 Ekim 2012 (s.17-22). Tampere, Finlandiya.
  • Kapp, K. M. (2014). The Gamification of Learning and Instruction Fieldbook: Ideas into Practice. San Francisco, CA, ABD: Wiley.
  • Knaus, M. (2015). Persuasive Technologies and Applications in Health and Fitness. Persuasive Technologies and Applications. 3(2), 5-11.
  • Liu, Y., Alexandrova, T. ve Nakajima, T. (2011). Gamifying Intelligent Environments. A. A. N. Shirehjini, H. S. Albayrak ve A. Yassine (Ed.). Ubi-MUI ‘11: Proceedings of the 2011 international ACM Workshop on Ubiquitous Meta User Interfaces: Kasım 2011 (s.7- 12). Arizona: ABD.
  • Marczewski, A. (2013). Gamification: A Simple Introduction & A Bit More. self-published on Amazon Digital Services, 2013. Kindle edition, Loc 1405.
  • Mcdaniel, R., R. Lindgren ve J. Friskics (2012). Using Badges for Shaping Interactions in Online Learning Environments. Professional Communication Conference (IPCC), 2012 IEEE International:08 – 10 Ekim 2012 (s.4-5). University of Central Florida, Orlando, FL, ABD.
  • McGonigal, J. 2010 (TED2010). Gaming Can Make A Better World. Erişim: 04 Nisan 2016. http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
  • Merino de Paz, Blanca (2013). Gamification: A Tool to Improve Sustainability, Oxford. Erişim:15.12.2015 http://studentnet.cs.manchester.ac.uk/resources/library/thesis_ abstracts/MSc13/FullText/MerinoDePaz-Blanca-fulltext.pdf.
  • Paharia, R. (2013). Loyalty 3.0: How Big Data and Gamification are Revolutionizing Customer and Employee Engagement, ABD: McGraw-Hill Education.
  • Robinson, D. ve Bellotti, V. (2013). A Preliminary Taxonomy of Gamification Elements for Varying Anticipated Commitment. Workshop on Designing Gamification: Creating Gameful and Playful Experiences: 27 Nisan - 2 Mayıs 2013, Paris, Fransa.
  • Ryan, R. M.; Rigby, C. Scott ve Przybylski, A. (2006). The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and Emotion, 30(4), 344–360.
  • Santhanam, R. ve Liu, D. (2015). Towards Meaningful Engagement: Gamification Designs for Gameful Interaction with Information Systems. SSRN Electronic Journal, 8(2), 128- 140.
  • Schell, J. (2014). The Art of Game Design: A Book of Lenses. Hoboken, ABD: Taylor and Francis.
  • Sever, N. S., Koçak, G. N., & Kuhzady, S. (2015). The Evaluation of Potentials of Gamification in Tourism Marketing Communication. International Journal of Academic Research in Business and Social Sciences, 10(5), 188-202.
  • Smith C. (2016). 20 Important Stats and Facts About Foursquare. Erişim: 04 Nisan 2016. http:// expandedramblings.com/index.php/by-the-numbers-interesting-foursquare-user-stats/
  • Suh, A., Wagner C. ve Liu L. (2015). The Effects of Game Dynamics on User Engagement in Gamified Systems. System Sciences (HICSS), 2015 48th Hawaii International Conference:5-8 Temmuz 2015. Hawaii, ABD.
  • Şimşek, H. ve Yıldırım, A. (2013). Sosyal Bilimlerde Nitel Araştırma Yöntemleri. Ankara: Seçkin Yayıncılık.
  • Thompson, C. (2011). How Khan Academy is Changing The Rules of Education. Wired Magazine, 126, 1–5.
  • Terlutter, R. ve Capella, M. L. (2013). The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games. Journal of Advertising, 42(2-3), 95–112.
  • Werbach, K. (2014). Persuasive Technology. D. Hutchison, T. Kanade, J. Kittler, J. M. Kleinberg, A. Kobsa ve F. Mattern, ve diğerleri (Ed.). (Re)Defining Gamification: A Process Approach (s. 266–272). Cham: Springer International Publishing.
  • Werbach, K. ve Hunter, D. (2012). For The Win: How Game Thinking Can Revolutionize Your Business. Philadelphia, ABD: Wharton Digital Press.
  • Yamagiwa, S.; Ohshima, H. ve Shirakawa, K. (2015). Development of Skill Scoring System for Ski and Snowboard. J. Cabri (Ed.) Sports science research and technology support. Rome, Italy, October 24-26, 2014. Cham: Springer. ss. 1–15.
  • Yin, R. K. (2003). Case Study Research: Design and Methods. Thousand Oaks, Calif., ABD: Sage Publications.
  • Zichermann, G. ve Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, California, ABD: O’Reilly.
  • Zichermann, G. ve Linder, J. (2010). Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests. Hoboken, N.J., ABD: Wiley.
There are 42 citations in total.

Details

Primary Language Turkish
Journal Section Thesis Abstracts
Authors

Serdar Sever

Adil Bical This is me

Publication Date January 29, 2018
Submission Date November 8, 2017
Published in Issue Year 2018 Volume: 5 Issue: 3

Cite

APA Sever, S., & Bical, A. (2018). OYUNLAŞTIRMADA OYUN ELEMANLARININ KULLANIMI: ADIDAS MICOACH, KHAN ACADEMY, SUPERBETTER VE SWARM UYGULAMALARININ ÖRNEK OLAY YÖNTEMİ İLE İNCELENMESİ. Erciyes İletişim Dergisi, 5(3), 216-236. https://doi.org/10.17680/erciyesakademia.349970