Araştırma Makalesi

Effects of Gamification to Private Data Collection

Cilt: 1 Sayı: 3 30 Eylül 2020
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Effects of Gamification to Private Data Collection

Öz

Gamification is used to motivate people to complete arbitrary tasks. It gains more attention recently as the advertisement companies started using gamification globally on the Internet. The Internet infrastructure is mostly funded by advertisements globally right after its commercialization in the early-nineties. Global advertisement agencies tend to collect as much personal data as possible to better target audiences and increase profits. This leads to the discussion of whether people's privacy is at stake to continue using the Internet. The aim of the study is to demonstrate the effects of gamification to private data collection. The effects are measured in a questionnaire in a gamified context. People's statements and their behavior is observed together with their demographic distribution. The most influential result indicates that it is possible to deviate people's behavior unwittingly. Therefore, practitioners in the area should take utmost care building ethical gamified setups.

Anahtar Kelimeler

Kaynakça

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Ayrıntılar

Birincil Dil

İngilizce

Konular

Yazılım Testi, Doğrulama ve Validasyon

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

30 Eylül 2020

Gönderilme Tarihi

5 Temmuz 2020

Kabul Tarihi

28 Eylül 2020

Yayımlandığı Sayı

Yıl 2020 Cilt: 1 Sayı: 3

Kaynak Göster

APA
Bilbey, T., & Sandıkkaya, M. T. (2020). Effects of Gamification to Private Data Collection. Journal of Computational Design, 1(3), 131-152. https://izlik.org/JA48NA97WK
AMA
1.Bilbey T, Sandıkkaya MT. Effects of Gamification to Private Data Collection. JCoDe. 2020;1(3):131-152. https://izlik.org/JA48NA97WK
Chicago
Bilbey, Tolga, ve Mehmet Tahir Sandıkkaya. 2020. “Effects of Gamification to Private Data Collection”. Journal of Computational Design 1 (3): 131-52. https://izlik.org/JA48NA97WK.
EndNote
Bilbey T, Sandıkkaya MT (01 Eylül 2020) Effects of Gamification to Private Data Collection. Journal of Computational Design 1 3 131–152.
IEEE
[1]T. Bilbey ve M. T. Sandıkkaya, “Effects of Gamification to Private Data Collection”, JCoDe, c. 1, sy 3, ss. 131–152, Eyl. 2020, [çevrimiçi]. Erişim adresi: https://izlik.org/JA48NA97WK
ISNAD
Bilbey, Tolga - Sandıkkaya, Mehmet Tahir. “Effects of Gamification to Private Data Collection”. Journal of Computational Design 1/3 (01 Eylül 2020): 131-152. https://izlik.org/JA48NA97WK.
JAMA
1.Bilbey T, Sandıkkaya MT. Effects of Gamification to Private Data Collection. JCoDe. 2020;1:131–152.
MLA
Bilbey, Tolga, ve Mehmet Tahir Sandıkkaya. “Effects of Gamification to Private Data Collection”. Journal of Computational Design, c. 1, sy 3, Eylül 2020, ss. 131-52, https://izlik.org/JA48NA97WK.
Vancouver
1.Tolga Bilbey, Mehmet Tahir Sandıkkaya. Effects of Gamification to Private Data Collection. JCoDe [Internet]. 01 Eylül 2020;1(3):131-52. Erişim adresi: https://izlik.org/JA48NA97WK

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