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DİJİTAL PAZARLAMAYA YÖNELİK OLARAK OYUNLAŞTIRMA İÇEREN E-TİCARET SİTELERİ ÜZERİNE BİR META ANALİZ

Year 2022, Volume: 21 Issue: 84, 1909 - 1929, 08.10.2022
https://doi.org/10.17755/esosder.1064214

Abstract

Teknolojinin hızla ilerlemesiyle birlikte birçok alanda olduğu gibi e-ticaret alanında da büyük gelişmeler meydana gelmiştir. İnsanların giderek daha çok ilgi gösterdiği bu alan, kendini güncellemeye devam etmektedir. Bu bağlamda e-ticaret yapan web siteleri, satışlarını arttırmak için oyunlaştırma öğelerini daha çok kullanmaya başlamışlardır. Oyunlar, eski tarihlerden bu yana insanların hayatında hep var olmuştur. Bazen sadece zevk için bazen de başarı veya ödül için oynanmıştır. Oyunlaştırmanın yapı taşını bu oyun kültürü oluşturmuştur. Oyunlaştırmayı e-ticarette kullanmanın en büyük unsuru kullanıcı katılımını artırma yeteneğidir. E-ticaret işletmeleri, hedef müşterilerini iyi tanırlar ve birbirleriyle rekabet etmelerini sağlayan oyunlaştırılma öğelerini tasarlayarak onların ilgilerini çekmek isterler. Bu işletmeler, satışlarını arttırmak için çeşitli oyunlar ile hediye çekleri, indirim kuponları, rozetler ve puanlar vermektedirler. Bu araştırmada; e-ticaretin yıllar içerisinde nasıl gelişim gösterdiği, nelerden etkilendiği ve hangi kavramları kullandığı üzerine literatür taramaları yapılmıştır. Ayrıca oyunlaştırma kavramının özellikleri, öğeleri, kullanım alanları ve insan psikolojisine etkileri üzerinde durulmaya çalışılmıştır. Son olarak araştırmanın asıl konusu olan oyunlaştırmanın e- ticaret alanında nasıl kullanıldığı, satışları nasıl etkilediği konusunda araştırmalar yapılmıştır. Araştırmaların sonucunda; şirketler, oyunlaştırmayı; işbirliğini desteklediği, fikir alışverişini arttırdığı, inovasyon kültürünü geliştirdiği, kullanıcılar arasında sürekli bir ilişki oluşturduğu için kullanmakta fayda görmüşlerdir. Bunun yanında, verilen ödüllerden dolayı kazanç sağlamanın yanında haz ve mutluluk duyan müşterilerin, alışverişlerine daha motive bir şekilde devam ettiği görülmüştür. Aynı zamanda bu ödüller; sosyal paylaşımı teşvik etme, müşteriyi elde tutma, müşteri sadakati ve tekrar satın almayı sağlamıştır.

References

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  • Brigham, T. J. (2015). An Introduction to Gamification. Adding Game Elements for Engagement. Journal Medical Reference Services Quarterly, vol. 34 (4), pp. 471-480.
  • Bunchball, I. (2010). Gamification 101: An introduction to the use of game dynamics to influence behavior.
  • Bunchball I. (2016). Gamification 101. An Introduction to Game Dynamics. Available at: http://www.bunchball.com/gamification-101-10 [Accessed 25 February 2017].
  • Burke, B. (2014). Gamify: How Gamification Motivates People to Do Extraordinary Things. USA: Gartner Inc.
  • Camerer, C. (2003). Behavioral Game Theory: Experiments in Strategic Interaction. Princeton, NJ: Princeton University Press.
  • Catalano, F. (2012). What’s the Difference between Games and Gamification? Available at: http://ww2.kqed.org/mindshift/2012/08/21/whats-the-difference-between-games-and-gamification/ [Accessed 2 April 2017].
  • Clark C. Abt (1987). Serious Games. University Press of America.
  • Dasic Link Campus University (2014). Serious Games ve Gamification. Available at: https://www.youtube.com/watch?v=9AnJqqaoG50 [Accessed 28 February 2017].
  • De Queirós, R.A.P. ve Pinto, M.T. (2017). Gamification-Based E-Learning Strategies for Computer Programming Education. USA: IGI Global.
  • Dunniway, T. ve Novak, J. (2007). Game Development Essentials: Gameplay mechanics. Clifton Park, NY: Thomson Delmar Learning.
  • E-learning Infographics (2014). A Brief History of Gamification Infographics. Available at: http://elearninginfographics.com/brief-history-of-gamification-infographic/ [Accessed 4 April 2017].
  • Elverdam, C., ve Aarseth, E. (2007). Game Classification and Game Design Construction Through Critical Analysis. Games and Culture, vol. 2 (1), pp. 3 – 22.
  • Fogg, B. J. (2002). Persuasive technology: Using computers to change what we think and do. Ubiquity, 2002(December), 5. doi:10.1145/764008.763957
  • Ghanbari, H., Simila, J., ve Markkula, J. (2015). Utilizing Online Serious Games to Facilitate Distributed Requirements Elicitation. Journal of Systems and Software, vol. 10, pp. 32-49.
  • Hall, D., ve Toke, Z. (2018). Gamification: Gamified Elements’ Impact on Online Trust. (Master Dissertation) Lund University School of Economics and Management.
  • Harwood, T., ve Garry, T. (2015). An investigation into gamification as a customer engagement experience environment. Journal of Services Marketing, 29(6/7), 533–546. doi:10.1108/JSM-01-2015-0045.
  • Hughes, A. (2013). What is a Serious Game, Gamification? Available at: http://www.designingdigitally.com/blog/2013/08/gamification-or-serious-game-whats-difference#axzz4dseILoji [Accessed 5 April 2017].
  • Kalakota, R. and Whinston, A. (1997). Electronic Commerce. A manager’s Guide. Addison-Wesley, Reading, MA.
  • Kietzmann, J.H., Hermkens, K., McCarthy, I.P. ve Silvestre, B.S. (2011). Social media? Get serious! Understanding the functional building blocks of social media. Business Horizons, vol. 54 (3), pp. 241 – 251.
  • Kim, B. (2015). Understanding Gamification. Library Technology Reports, vol.21 (2).
  • Laudon, K.C. (2014). E-commerce: Business, technology, society (10th ed., global ed.). Harlow: Pearson.
  • Laudon, K.C., ve Traver, C.G. (2004). E-Commerce: Business, Technology, Society. New Jersey: Pearson.
  • LeBlanc, M. (2004). Game Design and Tuning Workshop Materials. Presentation at the Game Developers Conference: San Jose, CA.
  • Marczewski, A. (2015). Game Thinking. Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design. CreateSpace Independent Publishing Platform.
  • McCormick, T. (2013). Gamification: A Short Story. Why everybody, from corporate titan to terrorists, wants to make life more like a game. Available at: http://foreignpolicy.com/2013/06/24/gamification-a-short-history/ [Accessed 20 March 2017].
  • Mekler, E. D., Brühlmann, F., Tuch, A. N., ve Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525-534.
  • Oyuncu Tiplerinin Bartle Taksonomisi. (2021, 28 Aralık). Erişim adresi: https://www.urhoba.net/2020/10/oyuncu-tiplerinin-bartle-taksonomisi.html
  • Oyunlaştırma nedir? (2021, 29 Aralık). Erişim adresi: https://www.munuya.com/blog/oyunlastirma-gamification-nedir/
  • Oyunlaştırma ve motivasyon. (2021, 30 Aralık). Erişim adresi: https://etkintanitim.com/oyunlastirma-ile-motivasyon/
  • Perryer, C., Celestine, N. A., Scott-Ladd, B., Leighton, C. (2016) Enhancing Workplace Motivation through Gamification. Transferrable lessons from pedagogy. The International Journal of Management Education, vol. 14 (3), pp. 327 – 335.
  • Prakash, E. C. ve Rao, M. (2015). Transforming Learning and IT Management through Gamification, International Series of Computer Entertainment and Media Technology. Switzerland: Springer International Publishing.
  • Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., ve Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business Horizons, 58(4), 411-420.
  • Ryan, R. M. (2009) Self-determination Theory and Wellbeing. Wellbeing in Developing Countries Research Review, vol. 1.Salen, K. ve Zimmermann, E. (2004) Rules of Play. Game Design Fundamentals. Cambridge: MIT Press.
  • Sailer , M., Hense, J. U., Mayr, S. K., ve Mandl, H. (2017). How gamification motivates: A : An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380.
  • Sayılarla Dünyada E-Ticaret. (2021, 24 Aralık). Erişim adresi: https://www.eticaret.gov.tr/cevrimiciegitim/sayilarla-dunyada-e-ticaret-21
  • Seufert, M., Burger, V., Lorey, K., Seith, A., Loh, F., ve Tran-Gia, P. (2016). Assessment of subjective influence and trust with an online social network game. Computers in Human Behavior, 64, 233–246. doi:10.1016/j.
  • Smith, R. (2007). Game Impact Theory: the Five Forces that are driving the adoption of Game Technologies.
  • Surugiu, T. (2014) Gamification as a Means for Employee Motivation, Personal Engagement and Behavioral Outcomes: a Gamification System Developers’ Perspective. Master’s Thesis. Lappeenranta: Lappeenranta University of Technology.
  • The Bartle Test of Gamer Psychology , matthewbarr.co.uk, Alındı 2-11-2018.
  • Turban, E., King, D., Lang, J., ve Lai, L. 2009. Introduction to electronic com-merce (2nd ed.). Upper Saddle River, NJ: Prentice Hall.
  • Van de Ven, N., Zeelenberg, M., ve Pieters, R. (2010). The envy premium in product evaluation. The Journal of Consumer Research, 37(6), 984–998. doi:10.1086/657239
  • Werbach, K. ve Hunter, D. (2012a) For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton Digital Press.
  • Werbach, K., ve Hunter, D. (2012b). The Gamification Toolkit: Dynamics, Mechanics and Components for the Win. Philadelphia: Wharton Digital Press.
  • Whyte, E.M., Smyth, J.M. ve Scherf, K.S. (2015) Designing Serious Game Interventions for Individuals with Autism. Journal of Autism and Developmental Disorders, vol. 45 (12), pp. 3820 - 3831.
Year 2022, Volume: 21 Issue: 84, 1909 - 1929, 08.10.2022
https://doi.org/10.17755/esosder.1064214

Abstract

References

  • Avedon, E. M., ve Sutton-Smith, B. R. I. A. N. (1971). The Study of Games. Avedon, Elliott M; SuttonSmith, Brian (Hg.): The studyof games. New York, S, 1-8.Bartle, Richard (2003). Sanal Dünyalar Tasarlamak . Yeni Biniciler. P. 145.
  • Brigham, T. J. (2015). An Introduction to Gamification. Adding Game Elements for Engagement. Journal Medical Reference Services Quarterly, vol. 34 (4), pp. 471-480.
  • Bunchball, I. (2010). Gamification 101: An introduction to the use of game dynamics to influence behavior.
  • Bunchball I. (2016). Gamification 101. An Introduction to Game Dynamics. Available at: http://www.bunchball.com/gamification-101-10 [Accessed 25 February 2017].
  • Burke, B. (2014). Gamify: How Gamification Motivates People to Do Extraordinary Things. USA: Gartner Inc.
  • Camerer, C. (2003). Behavioral Game Theory: Experiments in Strategic Interaction. Princeton, NJ: Princeton University Press.
  • Catalano, F. (2012). What’s the Difference between Games and Gamification? Available at: http://ww2.kqed.org/mindshift/2012/08/21/whats-the-difference-between-games-and-gamification/ [Accessed 2 April 2017].
  • Clark C. Abt (1987). Serious Games. University Press of America.
  • Dasic Link Campus University (2014). Serious Games ve Gamification. Available at: https://www.youtube.com/watch?v=9AnJqqaoG50 [Accessed 28 February 2017].
  • De Queirós, R.A.P. ve Pinto, M.T. (2017). Gamification-Based E-Learning Strategies for Computer Programming Education. USA: IGI Global.
  • Dunniway, T. ve Novak, J. (2007). Game Development Essentials: Gameplay mechanics. Clifton Park, NY: Thomson Delmar Learning.
  • E-learning Infographics (2014). A Brief History of Gamification Infographics. Available at: http://elearninginfographics.com/brief-history-of-gamification-infographic/ [Accessed 4 April 2017].
  • Elverdam, C., ve Aarseth, E. (2007). Game Classification and Game Design Construction Through Critical Analysis. Games and Culture, vol. 2 (1), pp. 3 – 22.
  • Fogg, B. J. (2002). Persuasive technology: Using computers to change what we think and do. Ubiquity, 2002(December), 5. doi:10.1145/764008.763957
  • Ghanbari, H., Simila, J., ve Markkula, J. (2015). Utilizing Online Serious Games to Facilitate Distributed Requirements Elicitation. Journal of Systems and Software, vol. 10, pp. 32-49.
  • Hall, D., ve Toke, Z. (2018). Gamification: Gamified Elements’ Impact on Online Trust. (Master Dissertation) Lund University School of Economics and Management.
  • Harwood, T., ve Garry, T. (2015). An investigation into gamification as a customer engagement experience environment. Journal of Services Marketing, 29(6/7), 533–546. doi:10.1108/JSM-01-2015-0045.
  • Hughes, A. (2013). What is a Serious Game, Gamification? Available at: http://www.designingdigitally.com/blog/2013/08/gamification-or-serious-game-whats-difference#axzz4dseILoji [Accessed 5 April 2017].
  • Kalakota, R. and Whinston, A. (1997). Electronic Commerce. A manager’s Guide. Addison-Wesley, Reading, MA.
  • Kietzmann, J.H., Hermkens, K., McCarthy, I.P. ve Silvestre, B.S. (2011). Social media? Get serious! Understanding the functional building blocks of social media. Business Horizons, vol. 54 (3), pp. 241 – 251.
  • Kim, B. (2015). Understanding Gamification. Library Technology Reports, vol.21 (2).
  • Laudon, K.C. (2014). E-commerce: Business, technology, society (10th ed., global ed.). Harlow: Pearson.
  • Laudon, K.C., ve Traver, C.G. (2004). E-Commerce: Business, Technology, Society. New Jersey: Pearson.
  • LeBlanc, M. (2004). Game Design and Tuning Workshop Materials. Presentation at the Game Developers Conference: San Jose, CA.
  • Marczewski, A. (2015). Game Thinking. Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design. CreateSpace Independent Publishing Platform.
  • McCormick, T. (2013). Gamification: A Short Story. Why everybody, from corporate titan to terrorists, wants to make life more like a game. Available at: http://foreignpolicy.com/2013/06/24/gamification-a-short-history/ [Accessed 20 March 2017].
  • Mekler, E. D., Brühlmann, F., Tuch, A. N., ve Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525-534.
  • Oyuncu Tiplerinin Bartle Taksonomisi. (2021, 28 Aralık). Erişim adresi: https://www.urhoba.net/2020/10/oyuncu-tiplerinin-bartle-taksonomisi.html
  • Oyunlaştırma nedir? (2021, 29 Aralık). Erişim adresi: https://www.munuya.com/blog/oyunlastirma-gamification-nedir/
  • Oyunlaştırma ve motivasyon. (2021, 30 Aralık). Erişim adresi: https://etkintanitim.com/oyunlastirma-ile-motivasyon/
  • Perryer, C., Celestine, N. A., Scott-Ladd, B., Leighton, C. (2016) Enhancing Workplace Motivation through Gamification. Transferrable lessons from pedagogy. The International Journal of Management Education, vol. 14 (3), pp. 327 – 335.
  • Prakash, E. C. ve Rao, M. (2015). Transforming Learning and IT Management through Gamification, International Series of Computer Entertainment and Media Technology. Switzerland: Springer International Publishing.
  • Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., ve Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business Horizons, 58(4), 411-420.
  • Ryan, R. M. (2009) Self-determination Theory and Wellbeing. Wellbeing in Developing Countries Research Review, vol. 1.Salen, K. ve Zimmermann, E. (2004) Rules of Play. Game Design Fundamentals. Cambridge: MIT Press.
  • Sailer , M., Hense, J. U., Mayr, S. K., ve Mandl, H. (2017). How gamification motivates: A : An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380.
  • Sayılarla Dünyada E-Ticaret. (2021, 24 Aralık). Erişim adresi: https://www.eticaret.gov.tr/cevrimiciegitim/sayilarla-dunyada-e-ticaret-21
  • Seufert, M., Burger, V., Lorey, K., Seith, A., Loh, F., ve Tran-Gia, P. (2016). Assessment of subjective influence and trust with an online social network game. Computers in Human Behavior, 64, 233–246. doi:10.1016/j.
  • Smith, R. (2007). Game Impact Theory: the Five Forces that are driving the adoption of Game Technologies.
  • Surugiu, T. (2014) Gamification as a Means for Employee Motivation, Personal Engagement and Behavioral Outcomes: a Gamification System Developers’ Perspective. Master’s Thesis. Lappeenranta: Lappeenranta University of Technology.
  • The Bartle Test of Gamer Psychology , matthewbarr.co.uk, Alındı 2-11-2018.
  • Turban, E., King, D., Lang, J., ve Lai, L. 2009. Introduction to electronic com-merce (2nd ed.). Upper Saddle River, NJ: Prentice Hall.
  • Van de Ven, N., Zeelenberg, M., ve Pieters, R. (2010). The envy premium in product evaluation. The Journal of Consumer Research, 37(6), 984–998. doi:10.1086/657239
  • Werbach, K. ve Hunter, D. (2012a) For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton Digital Press.
  • Werbach, K., ve Hunter, D. (2012b). The Gamification Toolkit: Dynamics, Mechanics and Components for the Win. Philadelphia: Wharton Digital Press.
  • Whyte, E.M., Smyth, J.M. ve Scherf, K.S. (2015) Designing Serious Game Interventions for Individuals with Autism. Journal of Autism and Developmental Disorders, vol. 45 (12), pp. 3820 - 3831.
There are 45 citations in total.

Details

Primary Language Turkish
Subjects Business Administration
Journal Section Articles
Authors

Bilge Turp Gölbaşı 0000-0003-4386-7328

Hande Ayhan Gökcek 0000-0001-6349-3023

Publication Date October 8, 2022
Submission Date January 27, 2022
Published in Issue Year 2022 Volume: 21 Issue: 84

Cite

APA Turp Gölbaşı, B., & Ayhan Gökcek, H. (2022). DİJİTAL PAZARLAMAYA YÖNELİK OLARAK OYUNLAŞTIRMA İÇEREN E-TİCARET SİTELERİ ÜZERİNE BİR META ANALİZ. Elektronik Sosyal Bilimler Dergisi, 21(84), 1909-1929. https://doi.org/10.17755/esosder.1064214

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