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OYUNLAŞTIRMADA OYUN ELEMANLARININ KULLANIMI: ADIDAS MICOACH, KHAN ACADEMY, SUPERBETTER VE SWARM UYGULAMALARININ ÖRNEK OLAY YÖNTEMİ İLE İNCELENMESİ
2018
Journal:  
Erciyes İletişim Dergisi
Author:  
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. 

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Erciyes İletişim Dergisi

Field :   Sosyal, Beşeri ve İdari Bilimler

Journal Type :   Ulusal

Metrics
Article : 626
Cite : 3.569
2023 Impact : 0.229
Erciyes İletişim Dergisi