Research Article
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Year 2022, Volume: 17 Issue: 65, 189 - 208, 31.01.2022
https://doi.org/10.19168/jyasar.843237

Abstract

The digital age has caused the hotel industry to embrace innovative human resource management. Gamification is one of the popular technological developments in human resource management. Gamification is the adaptation of game elements to real life. After 2009, the concept of gamification has been adapted to many areas of business life.. My Marriott Hotel gamification application is known as the first and only example used in hotel human resources management. The game was retired after a very short time. Although gamification remains popular in other disciplines, good examples of gamification have not developed in hotel human resource management. This research aims to examine the reasons for the failure of the first gamification example applied in hotel management and to determine the critical success factors for future applications. The case study method was used to find detailed information about the first and only example in the field of tourism. Twelve documents related to the game were reached by using the hotel's website, other websites, theses and articles. The reasons for failure were determined by coding the collected data with content analysis. As a result of the research, it was determined that the first games were unsuccessful due to bad and incomplete game design. Nine critical success factors have been identified in the design of games to be implemented in hotels, including interdisciplinary work, player interaction, player types, adaptation to tourism variability, generational differences of players, constructing the game on clear goals, player motivation, expectations from gamified games, and management support.

References

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OTEL İŞLETMELERİNDE İLK OYUNLAŞTIRILMIŞ İŞGÖREN SEÇİM UYGULAMASI VE KRİTİK BAŞARI FAKTÖRLERİ

Year 2022, Volume: 17 Issue: 65, 189 - 208, 31.01.2022
https://doi.org/10.19168/jyasar.843237

Abstract

Dijital çağ, otel endüstrisinin yenilikçi insan kaynakları yönetimini benimsemesine neden olmuştur. İnsan kaynakları yönetiminde oyunlaştırma popüler olan teknolojik gelişmelerden biridir. Oyunlaştırma oyun öğelerinin gerçek hayata uyarlanmasıdır. 2009 yılından sonra oyunlaştırma kavramı iş hayatının birçok alanına uyarlanmıştır. My Marriott Hotel oyunlaştırma uygulaması, otelin insan kaynakları yönetiminde kullanılan ilk ve tek örnek olarak bilinmektedir. Oyun çok kısa bir süre sonra kullanımdan kaldırılmıştır. Diğer disiplinlerde oyunlaştırma popülerliğini sürdürse de otellerin insan kaynakları yönetiminde iyi oyunlaştırma örnekleri gelişmemiştir. Bu araştırmanın amacı, otel işletmeciliğinde uygulanan ilk oyunlaştırma örneğinin başarısızlık nedenlerini incelemek ve gelecekteki uygulamalar için kritik başarı faktörlerini belirlemektir. Turizm alanında ilk ve tek örnek hakkında ayrıntılı bilgi bulmak için örnek olay (vaka) yönteminden faydalanılmıştır. Otelin internet sitesi, diğer internet siteleri, tezler ve makaleler kullanılarak oyun ile ilgili on iki kaynağa ulaşılmıştır. Toplanan veriler içerik analizi ile kodlanarak başarısızlık nedenleri belirlenmiştir. Araştırma sonucunda ilk oyunların kötü ve eksik oyun tasarımı nedeniyle başarısız olduğu tespit edilmiştir. Otellerde uygulanacak oyunların tasarımında disiplinler arası çalışma, oyuncu etkileşimi, oyuncu tipleri, turizm değişkenliğine uyum, oyuncuların kuşak farklılıkları, oyunun net hedefler üzerine kurgulanması, oyuncu motivasyonu, oyunlaştırılmış oyunlardan beklentiler ve yönetimin desteği olmak üzere dokuz kritik başarı faktörü belirlenmiştir.

References

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  • Akgöl, O., 2019. Spor Endüstrisi ve Dijitalleşme: Türkiye'deki Espor Yapılanması Üzerine Bir İnceleme. TRT Akademi, 4(8), 206-224.
  • Alahäivälä, T., Oinas-Kukkonen, H., 2016. Understanding Persuasion Contexts in Health Gamification: A Systematic Analysis of Gamified Health Behaviour Change Support Systems Literature. International Journal of Medical Informatics, 96, 62-70.
  • Ayaydın, A., 2011. Çocuk Gelişiminde Bir Oyun Olarak Sanat ve Resim. Elektronik Sosyal Bilimler Dergisi, 10(37), 303-316. Baden-Powell, R., 1908. Scouting for Boys: A Handbook for Instruction in Good Citizenship. Erişim Tarihi: 01.01.2019 London: H. Cox. ISBN 978-0-486-45719-2. Http://Www.Thedump.Scoutscan.Com/Yarns00-28.Pdf
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  • Bell, M. W., 2008. Toward A Definition Of “Virtual Worlds”. Journal for Virtual Worlds Research, 1(1), 2-5.
  • Bilgihan, A., Cobanoglu, C., Nusair, K., Okumus, F., Bujisic, M., 2013. A Quantitative Study Exploring the Difference Between Gaming Genre Preferences. The Computer Games Journal, 2(1), 19-40.
  • Burke, B., 2014. Gartner Redefines Gamification. Erişim Tarihi: 05.03.2020 Https://Blogs.Gartner.Com/Brian_Burke/2014/04/04/Gartner-Redefines-Gamification/
  • Burke, B., 2016. Gamify: How Gamification Motivates People to Do Extraordinary Things. UK: Routledge.
  • Christians, G., 2018. The Origins and Future of Gamification. Senior Theses. 254. https://scholarcommons.sc.edu/senior_theses/254
  • Demaine, S. D., Lemmer, C. A., Keele, B. J., Alcasid, H., 2015. Using Digital Badges to Enhance Research Instruction in Academic Libraries. Enhancing Teaching and Learning in the 21st Century Academic Library, 59-78.
  • Demi̇r, M , Gök Demi̇r, Z . 2020. Gamification Characteristics' Effects On Brand Loyalty. Journal of Yaşar University, 15 (58) , 270-287 . DOI: 10.19168/jyasar.558862
  • Desai, K., Nagaraju, J. M., 2018. Gamification – An Innovative HRM Practice @ Workplace. International Journal of Scientific Research and Review, 7 (7), 94-101
  • Deterding, S., Dixon, D., Khaled, R., Nacke, L., 2011. From Game Design Elements to Gamefulness: Defining Gamification. Proceedings of the 15th International Academic Mindtrek Conference: Envisioning Future Media Environments, 9-15).
  • Deterding, S., 2012. Gamification: Designing for Motivation. Interactions, 19(4), 14-17.
  • Deterding, S. 2015. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human–Computer Interaction, 30 (3-4), 294-335.
  • Deveci, B., Deveci, B., 2018. Örnek Olay Çalışmasına Ilişkin Teorik Bir Değerlendirme. Social Sciences Studies Journal, 4 (13), 126-135.
  • Draper, S. W., 1999. Analysing Fun as A Candidate Software Requirement, Personal Technologies, 3 (3), 117-122. Erbay, F., Durmuşoğlu Saltali, N., 2012. Altı Yaş Çocuklarının Günlük Yaşantılarında Oyunun Yeri Ve Annelerin Oyun Algısı. Journal of Kirsehir Education Faculty, 13 (2).
  • Erenli, K., 2013. The Impact Of Gamification-Recommending Education Scenarios. International Journal of Emerging Technologies In Learning (IJET), 8.
  • Gartner, 2012. Gamification: Engagement Strategies for Business and IT. Erişim Tarihi: 02.03.2020 Https://Www.Gartner.Com/En/Documents/2246217/Gamification-Engagement-Strategies-For-Business-And-It
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  • Hamari, J., 2013. Transforming Homo Economicus Into Homo Ludens: A Field Experiment on Gamification in A Utilitarian Peer-To-Peer Trading Service. Electronic Commerce Research and Applications, 12 (4), 236-245.
  • Hamari, J., Koivisto, J., 2015. Why do people use gamification services?. International Journal of Information Management, 35 (4), 419-431.
  • Hamson-Utley, J., Heyman, E. 2016. Implementing A Badging System Faculty Development. Foundation of Digital Badges and Micro-Credentials iöinde (s. 237-258). Springer, Cham.
  • Harter, J., Adkins, A., 2015. What Great Managers Do to Engage Employees? Erşim Tarihi: 02.03.2020 Https://Hbr.Org/2015/04/What-Great-Managers-Do-Toengage-Employees
  • Hassan, L., 2017. Governments Should Play Games: Towards A Framework for The Gamification of Civic Engagement Platforms. Simulation & Gaming, 48 (2), 249-267.
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There are 76 citations in total.

Details

Primary Language Turkish
Journal Section Articles
Authors

Senem Yazıcı 0000-0002-1318-3462

Gamze Utar 0000-0002-9839-1147

Early Pub Date April 30, 2022
Publication Date January 31, 2022
Published in Issue Year 2022 Volume: 17 Issue: 65

Cite

APA Yazıcı, S., & Utar, G. (2022). OTEL İŞLETMELERİNDE İLK OYUNLAŞTIRILMIŞ İŞGÖREN SEÇİM UYGULAMASI VE KRİTİK BAŞARI FAKTÖRLERİ. Yaşar Üniversitesi E-Dergisi, 17(65), 189-208. https://doi.org/10.19168/jyasar.843237
AMA Yazıcı S, Utar G. OTEL İŞLETMELERİNDE İLK OYUNLAŞTIRILMIŞ İŞGÖREN SEÇİM UYGULAMASI VE KRİTİK BAŞARI FAKTÖRLERİ. Yaşar Üniversitesi E-Dergisi. January 2022;17(65):189-208. doi:10.19168/jyasar.843237
Chicago Yazıcı, Senem, and Gamze Utar. “OTEL İŞLETMELERİNDE İLK OYUNLAŞTIRILMIŞ İŞGÖREN SEÇİM UYGULAMASI VE KRİTİK BAŞARI FAKTÖRLERİ”. Yaşar Üniversitesi E-Dergisi 17, no. 65 (January 2022): 189-208. https://doi.org/10.19168/jyasar.843237.
EndNote Yazıcı S, Utar G (January 1, 2022) OTEL İŞLETMELERİNDE İLK OYUNLAŞTIRILMIŞ İŞGÖREN SEÇİM UYGULAMASI VE KRİTİK BAŞARI FAKTÖRLERİ. Yaşar Üniversitesi E-Dergisi 17 65 189–208.
IEEE S. Yazıcı and G. Utar, “OTEL İŞLETMELERİNDE İLK OYUNLAŞTIRILMIŞ İŞGÖREN SEÇİM UYGULAMASI VE KRİTİK BAŞARI FAKTÖRLERİ”, Yaşar Üniversitesi E-Dergisi, vol. 17, no. 65, pp. 189–208, 2022, doi: 10.19168/jyasar.843237.
ISNAD Yazıcı, Senem - Utar, Gamze. “OTEL İŞLETMELERİNDE İLK OYUNLAŞTIRILMIŞ İŞGÖREN SEÇİM UYGULAMASI VE KRİTİK BAŞARI FAKTÖRLERİ”. Yaşar Üniversitesi E-Dergisi 17/65 (January 2022), 189-208. https://doi.org/10.19168/jyasar.843237.
JAMA Yazıcı S, Utar G. OTEL İŞLETMELERİNDE İLK OYUNLAŞTIRILMIŞ İŞGÖREN SEÇİM UYGULAMASI VE KRİTİK BAŞARI FAKTÖRLERİ. Yaşar Üniversitesi E-Dergisi. 2022;17:189–208.
MLA Yazıcı, Senem and Gamze Utar. “OTEL İŞLETMELERİNDE İLK OYUNLAŞTIRILMIŞ İŞGÖREN SEÇİM UYGULAMASI VE KRİTİK BAŞARI FAKTÖRLERİ”. Yaşar Üniversitesi E-Dergisi, vol. 17, no. 65, 2022, pp. 189-08, doi:10.19168/jyasar.843237.
Vancouver Yazıcı S, Utar G. OTEL İŞLETMELERİNDE İLK OYUNLAŞTIRILMIŞ İŞGÖREN SEÇİM UYGULAMASI VE KRİTİK BAŞARI FAKTÖRLERİ. Yaşar Üniversitesi E-Dergisi. 2022;17(65):189-208.