DİJİTAL PAZARLAMAYA YÖNELİK OLARAK OYUNLAŞTIRMA İÇEREN E-TİCARET SİTELERİ ÜZERİNE BİR META ANALİZ
Öz
Anahtar Kelimeler
Kaynakça
- 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.
Ayrıntılar
Birincil Dil
Türkçe
Konular
İşletme
Bölüm
Araştırma Makalesi
Yazarlar
Yayımlanma Tarihi
8 Ekim 2022
Gönderilme Tarihi
27 Ocak 2022
Kabul Tarihi
1 Ekim 2022
Yayımlandığı Sayı
Yıl 2022 Cilt: 21 Sayı: 84
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