Research Article
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Year 2021, , 129 - 139, 30.06.2021
https://doi.org/10.17261/Pressacademia.2021.1402

Abstract

References

  • Adler, A. (2014). Modern psikoloji alfred adler psikolojisine giriş ve tüm çalışmaları. İstanbul: Yason Yayıncılık.
  • Akın, O. & Çolak, H. E. (2012). İnsan kaynakları yönetimi uygulamalarıyla örgütsel performans arasındaki ilişki üzerine bir araştırma. Çankırı Karatekin Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, 2(2), 85-114.
  • Aktan, C.C. (1999). 2000’li Yıllarda Yeni Yönetim Teknikleri, Stratejik Yönetim, TUGIAD Yayını, İstanbul, s.2.
  • Aristigueta, P., Denhardt, J. (2014). Managing Human Behavior in Public and Nonprofit Organizations. ABD: Sage Publications.
  • Armstrong M. (2006). Strategic Human Resource Management: A Guide To Action,Edition, Kogan Page, London.
  • Avolio, B. J., Sosik, J. J., Kahai, S. S., & Baker, B. (2014). E-leadership: Re-examining transformations in leadership source and transmission. The Leadership Quarterly, 25(1), 105-131.
  • Aydın, S. Ö. (2020). Sosyal Pazarlama Aracı Olarak Oyunlaştırma: Kavramsal Bir Değerlendirme. Sosyal ve Beşeri Bilimler Dergisi, 12(1), 66-80.
  • Battaglio, P. (2017). Public Human Resource Management: Strategies and Practices in the 21st Century. ABD: CQ Press.
  • Bina, S., Mullins, J., & Petter, S. (2021). Examining Game-Thinking in Human Resources Recruitment and Selection: A Literature Review and Research Agenda. In Proceedings of the 54th Hawaii International Conference on System Sciences, 1325-1334.
  • Boller, S. (2017). Play to Learn: Everything You Need to Know About Designing Effective Learning Games . ABD: Association for Talent Development.
  • Boudlaie, H., & Kenarroodi, M. (2020). a Qualitative study of gamification based recruitment process in start ups. Management Studies in Development and Evolution, 29(96), 121-148.
  • Buckley, P., Doyle, E. (2016). Gamification and student motivation, Interactive Learning Environments. 24 (6), 22-33.
  • Buil, I., Catalán, S., & Martínez, E. (2020). Understanding applicants’ reactions to gamified recruitment. Journal of Business Research, 110, 41-50.
  • Burke, B. (2014) Gamify: How Gamification Motivates People to Do Extraordinary Things.Brookline, Ma: Bibliomotion, Inc.
  • Canman, D. (2000). İnsan kaynakları yönetimi, 1. Baskı. Ankara:Yargı Yayın Evi.
  • Chapman, E. F., Sisk, F. A., Schatten, J., & Miles, E. W. (2018). Human resource development and human resource management levers for sustained competitive advantage: Combining isomorphism and differentiation. Journal of Management and Organization, 24(4), 533-550.
  • CIPD (2012). Learning and talent development. Annual survey report 2012. London: Chartered Institute of Personnel and Development in Partnership with Cornerstone.
  • Constantin, V. D., & Stoenescu, R. D. (2015). Gamification in the recruitment process: studying Romanian potential employees'perception. International Scientific Conference eLearning and Software for Education,"Carol I" National Defence University, (2), 50.
  • Cózar-Gutiérrez, R., & Sáez-López, J. M. (2016). Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu. International Journal of Educational Technology in Higher Education, 13(1), 1-11.
  • Deterding, S., Dıxon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining" gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, 9-15.
  • Georgiou, K., Gouras, A., & Nikolaou, I. (2019). Gamification in employee selection: The development of a gamified assessment. International Journal of Selection and Assessment, 27(2), 91-103.
  • Gibson, D. (2012). Game Changers for Transforming Learning Environments. In F. Miller (Ed.), Transforming Learning Environments: Strategies to Shape the Next Generation, Advances in Educational Administration, 16, 215–235. DOI:10.1108/S1479-3660(2012)0000016014.
  • Guest, D. (1992), Employee commitment and control, Hartley, J. and Stephenson, G. (Eds), Employment Relations içinde, Blackwell, Oxford: 111-35.
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences, 3025-3034.
  • https://www.topcoder.com/ ..........................................................................................................................................
  • İrkey, T. (2019). İşletmelerde oyunlaştırma uygulamaları. Anadolu Kültürel Araştırmalar Dergisi, 3(3), 359-370.
  • Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
  • Kırcı, P., & Kahraman, O. (2019). Oyunlaştırma ile eğitim android uygulaması. GSI Journals Serie C: Advancements in Information Sciences and Technologies, 1(2), 58-65.
  • Kirovska, Z., Josimovski, S., & Kıselıckı, M. (2020). Modern trends of recruitment–introducing the concept of gamifıcation. Journal of Sustainable Development, 10(24), 55-65.
  • Lazzaro, R. (2004). Why we play games: 4 keys to more emotion. In Proc. Game Developers Conference 2004. http://www.xeodesign.com/xeodesign_whyweplaygames.pdf
  • Lipson, S. D. (2021). Platforming gamification as a means of engagement in employee recruitment and onboarding. Management Undergraduate Honors Theses Retrieved from https://scholarworks.uark.edu/mgmtuht/11
  • Marczewski, A. (2013). Gamification: a simple introduction. Andrzej Marczewski.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Vintage.
  • Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525-534.
  • Miltenoff, P., Martinova, G., & Todorova, R. (2015). Gaming and gamification in academic and library settinga: bibliographic overview. Uslu, F. (Ed.). 2nd International Conference on Education, Social Sciences and Humanities, 8-10 June 2015, İstanbul, Turkey, 154-164. http://www.ocerint.org/socioint15_epublication/papers/175.pdf
  • Narayanan, D., Gertner-Samet, A., Cohen, M. M., & Polli, F. (2016). Gamification of the hiring process. Workforce Solutions Review, 7(5), 32-34.
  • Nenadić, S. (2019). Gamification in HR; applicability and its importance in recruitment and selection, Doctoral dissertation, RIT Croatia.
  • Nicholson, S. (2015). A recipe for meaningful gamification. In Gamification in education and Business, 1-20. Springer, Cham.
  • Petroski, A. (2016). Alternate reality games: gamification for performance. Harrisburg University of Science and Technology Press.
  • Principal, C. Chellappan & Sathyanarayan, N. & Sudharsan, R. (2017). Human resource information system based on gamification. International Journal of Engineerıng Sciences & Research Technology,6(3), 57-61.
  • Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and emotion, 30(4), 344-360.
  • Shane, M., Wisnudrajat, L., Wang, G., & Kaburuan, E. R. (2020). Implementing Gamification on a Web-Based Recruitment System using Marczewski’s Gamification Framework: An Overview. International Journal, 9(3).
  • Shenoy, V., & Bhattacharya, D. (2020). Engaging mind chemistry with gamification: HR practitioners views. Ushus Journal of Business Management, 19(4), 39-48.
  • Shree, S., & Singh, A. S. (2019). Exploring gamification for recruitment through actor network theory. South Asian Journal of Human Resources Management, 6(2), 242-257.
  • Skinner, E. A., & Belmont, M. J. (1993). Motivation in the classroom: Reciprocal effects of teacher behavior and student engagement across the school year. Journal of Educational Psychology, 85(4), 571.
  • Soat, J. (2018). Strategy Session, Benefits tech: Gamification scores HR win Employee Benefit News (9).
  • Solaklar, A. (2003). İnsan kaynakları yönetiminde liderliğin rolü ve önemi ve bir uygulama. Atatürk Üniversitesi, Sosyal Bilimler Enstitüsü, Yayımlanmamış Yüksek Lisans Tezi, Erzurum.
  • Sipal, K. (2015). Kitle Psikolojisi. İstanbul: Say Yayınları.
  • Tura, M. (2000). Oyun ve Gerçeklik. İstanbul: Metis Yayıncılık.
  • Türk, A . (2018). Kişisel durum değişkenlerinin çalışan performansı ile ilişkisi: sivil havacılık sektöründe bir uygulama . Nişantaşı Üniversitesi Sosyal Bilimler Dergisi , 6 (2) , 1-19 .
  • Van Buren Iıı, H. J., Greenwood, M., & Sheehan, C. (2011). Strategic human resource management and the decline of employee focus. Human Resource Management Review, 21(3), 209-219.
  • Walls, P. J. (2021). Investing in human capital: achieving organizational competitiveness through gamification. ENDLESS: International Journal of Future Studies, 4(1), 1-7.
  • Werbach, K. (2014). Defining gamification. Persuasive Technology Congress. Springer, Switzerland.
  • Werbach, K. & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
  • Yüksel, H. S. & Canlı, S. (2019). Oyunlaştırma ve öğrenci katılımı: lisans eğitiminde bir durum çalışması. Spormetre Beden Eğitimi ve Spor Bilimleri Dergisi, 17(2), 92-109.
  • Zicherman, G. (2010). “Fun is the future: mastering gamification.” Accessed April 7, 2018. http://www.youtube.com/watch?feature=player_embedded&v=6O1gNVeaE4g
  • Zichermann, G. & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc

GAMIFICATION IN HUMAN RESOURCES MANAGEMENT: AN AGENDA SUGGESTION FOR GAMIFICATION IN HRM

Year 2021, , 129 - 139, 30.06.2021
https://doi.org/10.17261/Pressacademia.2021.1402

Abstract

Purpose- This study aims to reinterpret human resources roles with the use of gamification and offers suggestions for those who want to use gamification in human resources processes, based on current findings in the literature.
Methodology- In human resources, gamification technique is frequently used, especially in all applications aimed at perception management and change of actions. By reviewing the roles of human resources management, the areas where gamification technique will be used are presented as an agenda consisting of eight topics within the scope of the study.
Findings- There are many reasons why gamification is used in the work environment. The study allows for an approach that goes beyond how companies use gamification. It is possible to say that gamification in human resources is important in achieving goals through learning processes by increasing the motivation and performance of employees. When human resources application areas are examined, the areas where gamification technique can be used can be categorized as attract, onboarding, training, active engagement, engaging, retaining, recognition and motivation.
Conclusion- The ways to manage human resources processes more effectively and efficiently are through applying new methods. For this reason, businesses need new methods to increase employee motivation, ensure employee loyalty and manage their talents. One of the methods used for this purpose is gamification.

References

  • Adler, A. (2014). Modern psikoloji alfred adler psikolojisine giriş ve tüm çalışmaları. İstanbul: Yason Yayıncılık.
  • Akın, O. & Çolak, H. E. (2012). İnsan kaynakları yönetimi uygulamalarıyla örgütsel performans arasındaki ilişki üzerine bir araştırma. Çankırı Karatekin Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, 2(2), 85-114.
  • Aktan, C.C. (1999). 2000’li Yıllarda Yeni Yönetim Teknikleri, Stratejik Yönetim, TUGIAD Yayını, İstanbul, s.2.
  • Aristigueta, P., Denhardt, J. (2014). Managing Human Behavior in Public and Nonprofit Organizations. ABD: Sage Publications.
  • Armstrong M. (2006). Strategic Human Resource Management: A Guide To Action,Edition, Kogan Page, London.
  • Avolio, B. J., Sosik, J. J., Kahai, S. S., & Baker, B. (2014). E-leadership: Re-examining transformations in leadership source and transmission. The Leadership Quarterly, 25(1), 105-131.
  • Aydın, S. Ö. (2020). Sosyal Pazarlama Aracı Olarak Oyunlaştırma: Kavramsal Bir Değerlendirme. Sosyal ve Beşeri Bilimler Dergisi, 12(1), 66-80.
  • Battaglio, P. (2017). Public Human Resource Management: Strategies and Practices in the 21st Century. ABD: CQ Press.
  • Bina, S., Mullins, J., & Petter, S. (2021). Examining Game-Thinking in Human Resources Recruitment and Selection: A Literature Review and Research Agenda. In Proceedings of the 54th Hawaii International Conference on System Sciences, 1325-1334.
  • Boller, S. (2017). Play to Learn: Everything You Need to Know About Designing Effective Learning Games . ABD: Association for Talent Development.
  • Boudlaie, H., & Kenarroodi, M. (2020). a Qualitative study of gamification based recruitment process in start ups. Management Studies in Development and Evolution, 29(96), 121-148.
  • Buckley, P., Doyle, E. (2016). Gamification and student motivation, Interactive Learning Environments. 24 (6), 22-33.
  • Buil, I., Catalán, S., & Martínez, E. (2020). Understanding applicants’ reactions to gamified recruitment. Journal of Business Research, 110, 41-50.
  • Burke, B. (2014) Gamify: How Gamification Motivates People to Do Extraordinary Things.Brookline, Ma: Bibliomotion, Inc.
  • Canman, D. (2000). İnsan kaynakları yönetimi, 1. Baskı. Ankara:Yargı Yayın Evi.
  • Chapman, E. F., Sisk, F. A., Schatten, J., & Miles, E. W. (2018). Human resource development and human resource management levers for sustained competitive advantage: Combining isomorphism and differentiation. Journal of Management and Organization, 24(4), 533-550.
  • CIPD (2012). Learning and talent development. Annual survey report 2012. London: Chartered Institute of Personnel and Development in Partnership with Cornerstone.
  • Constantin, V. D., & Stoenescu, R. D. (2015). Gamification in the recruitment process: studying Romanian potential employees'perception. International Scientific Conference eLearning and Software for Education,"Carol I" National Defence University, (2), 50.
  • Cózar-Gutiérrez, R., & Sáez-López, J. M. (2016). Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu. International Journal of Educational Technology in Higher Education, 13(1), 1-11.
  • Deterding, S., Dıxon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining" gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, 9-15.
  • Georgiou, K., Gouras, A., & Nikolaou, I. (2019). Gamification in employee selection: The development of a gamified assessment. International Journal of Selection and Assessment, 27(2), 91-103.
  • Gibson, D. (2012). Game Changers for Transforming Learning Environments. In F. Miller (Ed.), Transforming Learning Environments: Strategies to Shape the Next Generation, Advances in Educational Administration, 16, 215–235. DOI:10.1108/S1479-3660(2012)0000016014.
  • Guest, D. (1992), Employee commitment and control, Hartley, J. and Stephenson, G. (Eds), Employment Relations içinde, Blackwell, Oxford: 111-35.
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences, 3025-3034.
  • https://www.topcoder.com/ ..........................................................................................................................................
  • İrkey, T. (2019). İşletmelerde oyunlaştırma uygulamaları. Anadolu Kültürel Araştırmalar Dergisi, 3(3), 359-370.
  • Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
  • Kırcı, P., & Kahraman, O. (2019). Oyunlaştırma ile eğitim android uygulaması. GSI Journals Serie C: Advancements in Information Sciences and Technologies, 1(2), 58-65.
  • Kirovska, Z., Josimovski, S., & Kıselıckı, M. (2020). Modern trends of recruitment–introducing the concept of gamifıcation. Journal of Sustainable Development, 10(24), 55-65.
  • Lazzaro, R. (2004). Why we play games: 4 keys to more emotion. In Proc. Game Developers Conference 2004. http://www.xeodesign.com/xeodesign_whyweplaygames.pdf
  • Lipson, S. D. (2021). Platforming gamification as a means of engagement in employee recruitment and onboarding. Management Undergraduate Honors Theses Retrieved from https://scholarworks.uark.edu/mgmtuht/11
  • Marczewski, A. (2013). Gamification: a simple introduction. Andrzej Marczewski.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Vintage.
  • Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525-534.
  • Miltenoff, P., Martinova, G., & Todorova, R. (2015). Gaming and gamification in academic and library settinga: bibliographic overview. Uslu, F. (Ed.). 2nd International Conference on Education, Social Sciences and Humanities, 8-10 June 2015, İstanbul, Turkey, 154-164. http://www.ocerint.org/socioint15_epublication/papers/175.pdf
  • Narayanan, D., Gertner-Samet, A., Cohen, M. M., & Polli, F. (2016). Gamification of the hiring process. Workforce Solutions Review, 7(5), 32-34.
  • Nenadić, S. (2019). Gamification in HR; applicability and its importance in recruitment and selection, Doctoral dissertation, RIT Croatia.
  • Nicholson, S. (2015). A recipe for meaningful gamification. In Gamification in education and Business, 1-20. Springer, Cham.
  • Petroski, A. (2016). Alternate reality games: gamification for performance. Harrisburg University of Science and Technology Press.
  • Principal, C. Chellappan & Sathyanarayan, N. & Sudharsan, R. (2017). Human resource information system based on gamification. International Journal of Engineerıng Sciences & Research Technology,6(3), 57-61.
  • Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and emotion, 30(4), 344-360.
  • Shane, M., Wisnudrajat, L., Wang, G., & Kaburuan, E. R. (2020). Implementing Gamification on a Web-Based Recruitment System using Marczewski’s Gamification Framework: An Overview. International Journal, 9(3).
  • Shenoy, V., & Bhattacharya, D. (2020). Engaging mind chemistry with gamification: HR practitioners views. Ushus Journal of Business Management, 19(4), 39-48.
  • Shree, S., & Singh, A. S. (2019). Exploring gamification for recruitment through actor network theory. South Asian Journal of Human Resources Management, 6(2), 242-257.
  • Skinner, E. A., & Belmont, M. J. (1993). Motivation in the classroom: Reciprocal effects of teacher behavior and student engagement across the school year. Journal of Educational Psychology, 85(4), 571.
  • Soat, J. (2018). Strategy Session, Benefits tech: Gamification scores HR win Employee Benefit News (9).
  • Solaklar, A. (2003). İnsan kaynakları yönetiminde liderliğin rolü ve önemi ve bir uygulama. Atatürk Üniversitesi, Sosyal Bilimler Enstitüsü, Yayımlanmamış Yüksek Lisans Tezi, Erzurum.
  • Sipal, K. (2015). Kitle Psikolojisi. İstanbul: Say Yayınları.
  • Tura, M. (2000). Oyun ve Gerçeklik. İstanbul: Metis Yayıncılık.
  • Türk, A . (2018). Kişisel durum değişkenlerinin çalışan performansı ile ilişkisi: sivil havacılık sektöründe bir uygulama . Nişantaşı Üniversitesi Sosyal Bilimler Dergisi , 6 (2) , 1-19 .
  • Van Buren Iıı, H. J., Greenwood, M., & Sheehan, C. (2011). Strategic human resource management and the decline of employee focus. Human Resource Management Review, 21(3), 209-219.
  • Walls, P. J. (2021). Investing in human capital: achieving organizational competitiveness through gamification. ENDLESS: International Journal of Future Studies, 4(1), 1-7.
  • Werbach, K. (2014). Defining gamification. Persuasive Technology Congress. Springer, Switzerland.
  • Werbach, K. & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
  • Yüksel, H. S. & Canlı, S. (2019). Oyunlaştırma ve öğrenci katılımı: lisans eğitiminde bir durum çalışması. Spormetre Beden Eğitimi ve Spor Bilimleri Dergisi, 17(2), 92-109.
  • Zicherman, G. (2010). “Fun is the future: mastering gamification.” Accessed April 7, 2018. http://www.youtube.com/watch?feature=player_embedded&v=6O1gNVeaE4g
  • Zichermann, G. & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc
There are 57 citations in total.

Details

Primary Language English
Subjects Behaviour-Personality Assessment in Psychology
Journal Section Articles
Authors

Pelin Vardarlier This is me 0000-0002-5101-6841

Publication Date June 30, 2021
Published in Issue Year 2021

Cite

APA Vardarlier, P. (2021). GAMIFICATION IN HUMAN RESOURCES MANAGEMENT: AN AGENDA SUGGESTION FOR GAMIFICATION IN HRM. Research Journal of Business and Management, 8(2), 129-139. https://doi.org/10.17261/Pressacademia.2021.1402
AMA Vardarlier P. GAMIFICATION IN HUMAN RESOURCES MANAGEMENT: AN AGENDA SUGGESTION FOR GAMIFICATION IN HRM. RJBM. June 2021;8(2):129-139. doi:10.17261/Pressacademia.2021.1402
Chicago Vardarlier, Pelin. “GAMIFICATION IN HUMAN RESOURCES MANAGEMENT: AN AGENDA SUGGESTION FOR GAMIFICATION IN HRM”. Research Journal of Business and Management 8, no. 2 (June 2021): 129-39. https://doi.org/10.17261/Pressacademia.2021.1402.
EndNote Vardarlier P (June 1, 2021) GAMIFICATION IN HUMAN RESOURCES MANAGEMENT: AN AGENDA SUGGESTION FOR GAMIFICATION IN HRM. Research Journal of Business and Management 8 2 129–139.
IEEE P. Vardarlier, “GAMIFICATION IN HUMAN RESOURCES MANAGEMENT: AN AGENDA SUGGESTION FOR GAMIFICATION IN HRM”, RJBM, vol. 8, no. 2, pp. 129–139, 2021, doi: 10.17261/Pressacademia.2021.1402.
ISNAD Vardarlier, Pelin. “GAMIFICATION IN HUMAN RESOURCES MANAGEMENT: AN AGENDA SUGGESTION FOR GAMIFICATION IN HRM”. Research Journal of Business and Management 8/2 (June 2021), 129-139. https://doi.org/10.17261/Pressacademia.2021.1402.
JAMA Vardarlier P. GAMIFICATION IN HUMAN RESOURCES MANAGEMENT: AN AGENDA SUGGESTION FOR GAMIFICATION IN HRM. RJBM. 2021;8:129–139.
MLA Vardarlier, Pelin. “GAMIFICATION IN HUMAN RESOURCES MANAGEMENT: AN AGENDA SUGGESTION FOR GAMIFICATION IN HRM”. Research Journal of Business and Management, vol. 8, no. 2, 2021, pp. 129-3, doi:10.17261/Pressacademia.2021.1402.
Vancouver Vardarlier P. GAMIFICATION IN HUMAN RESOURCES MANAGEMENT: AN AGENDA SUGGESTION FOR GAMIFICATION IN HRM. RJBM. 2021;8(2):129-3.

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