Araştırma Makalesi
BibTex RIS Kaynak Göster
Yıl 2022, Cilt: 17 Sayı: 65, 189 - 208, 31.01.2022
https://doi.org/10.19168/jyasar.843237

Öz

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.

Kaynakça

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  • Alsawaier, R., 2018. The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 35(1), 56-79.
  • Amir, B., Ralph, P., 2014. Proposing A Theory of Gamification Effectiveness. Systems Research, 3(1), 60-95.
  • 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.
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  • Beasley, D., Mbps, T., 2002. The Growth of The Online Gaming Industry Relating to The Internet. Citeseer. Erişim Tarihi: 05.03.2020 http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.11.8661&rep=rep1&type=pdf
  • Berg, B. L., Lune, H., 2019. Sosyal Bilimlerde Nitel Araştırma Yöntemleri. Konya: Eğitim Yayinevi.
  • Bernik, A., Radošević, D., Bubaš, G., 2017. Introducing Gamification Into E-Learning University Courses. IEEE, 40th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO), 711-716.
  • 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.
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  • 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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OTEL İŞLETMELERİNDE İLK OYUNLAŞTIRILMIŞ İŞGÖREN SEÇİM UYGULAMASI VE KRİTİK BAŞARI FAKTÖRLERİ

Yıl 2022, Cilt: 17 Sayı: 65, 189 - 208, 31.01.2022
https://doi.org/10.19168/jyasar.843237

Öz

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.

Kaynakça

  • Aarsand, P. A., Aronsson, K, 2009. Gaming and territorial negotiations in family life. Childhood, 16(4), 497-517.
  • Adlakha, D., Marquet, O., Hipp, J. A., Tully, M. A., 2017 Pokémon GO or Pokémon Gone: How Can Cities Respond to Trends in Technology Linking People and Space?. Cities & Health, 1(1), 89-94.
  • Adkins, A., 2015 U.S. Employee Engagement Reaches New High in March. Gallup. Erişim Tarihi: 04.05.2020 Https://News.Gallup.Com/Poll/190622/Employee-Engagement-Reaches-New-High-March.Aspx
  • Alsawaier, R., 2018. The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 35(1), 56-79.
  • Amir, B., Ralph, P., 2014. Proposing A Theory of Gamification Effectiveness. Systems Research, 3(1), 60-95.
  • 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
  • Bartle, R., 1996. Hearts, Clubs, Diamonds, Spades: Players Who Suit Muds. Journal of MUD Research, 1(1), 19. Baptista, G., Oliveira, T. 2019. Gamification and Serious Games: A Literature Meta-Analysis and Integrative Model. Computers in Human Behavior, 92, 306-315.
  • Beasley, D., Mbps, T., 2002. The Growth of The Online Gaming Industry Relating to The Internet. Citeseer. Erişim Tarihi: 05.03.2020 http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.11.8661&rep=rep1&type=pdf
  • Berg, B. L., Lune, H., 2019. Sosyal Bilimlerde Nitel Araştırma Yöntemleri. Konya: Eğitim Yayinevi.
  • Bernik, A., Radošević, D., Bubaš, G., 2017. Introducing Gamification Into E-Learning University Courses. IEEE, 40th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO), 711-716.
  • 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
  • Gökkaya, Z., 2014. Yetişkin Eğitiminde Yeni Bir Yaklaşim: Oyunlaştirma. HAYEF Journal of Education, 11(1), 71-84. Growthengineering, 2019. The History of Gamification: From The Very Beginning To Right Now. Erişim Tarihi: 15.01.2020 Https://Www.Growthengineering.Co.Uk/History-Of-Gamification/Growth
  • 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.
  • Horzum, M. B., 2011. İlköğretim Öğrencilerinin Bilgisayar Oyunu Bağımlılık Düzeylerinin Çeşitli Değişkenlere Göre Incelenmesi. Eğitim Ve Bilim, 36 (159), 56-68.
  • Huotari, K., Hamari, J., 2012. Defining gamification: a service marketing perspective. Proceeding of the 16th international academic MindTrek conference içinde (s. 17-22).
  • Ilgaz, H., 2015. Ergenler İçin Oyun Bağımlılığı Ölçeğinin Türkçeye Uyarlama Çalışması, İlköğretim Online, 14 (3), 874-884. Iqbal, M., 2020. Pokémon GO Revenue and Usage Statistics (2020) Erişim Tarihi: 02.03.2020 Https://Www.Businessofapps.Com/Data/Pokemon-Go-Statistics/
  • Joy, M. M., 2017. An Investigation into Gamification as a Tool for Enhancing Recruitment Process. Ideal Research Volume, 3 (1), 56-65.
  • Kadim, M., 2013. Okul Öncesi Öğretmenlerinin Oyun Etkinliklerine İlişkin Öz-Yeterliklerinin Görev Yapilan Okul Türüne Göre İncelenmesi. Nevşehir Hacı Bektaş Veli Üniversitesi SBE Dergisi, 2 (1), 1-22.
  • Kamasheva, A. V., Valeev, E. R., Yagudin, R. K., Maksimova, K. R. 2015. Usage of Gamification Theory for Increase Motivation of Employees. Mediterranean Journal of Social Sciences, 6 (1S3), 77.
  • Keegan, M., 1997. A Classification of Muds. Journal of MUD Research, 2 (2), 1-20.
  • Knolskape, 2015. A Brief History on Gamification. Erişim Tarihi: 15.01.2020 Https://Www.Knolskape.Com/Brief-History-Gamification/
  • Koivisto, J., Hamari, J., 2014. Demographic Differences in Perceived Benefits from Gamification. Computers in Human Behavior, 35, 179-188.
  • Koulopoulos, T., Keldsen, D., 2016. Gen Z Effect: The Six Forces Shaping the Future of Business. UK: Routledge.
  • Kumar, J., 2013. Gamification at Work: Designing Engaging Business Software. International Conference of Design, User Experience, And Usability içinde (s. 528-537). Springer, Berlin, Heidelberg.
  • La Cuadra, M.T.D., Vila-Lopez, N., Hernandez-Fernández, A., 2019. Could Gamification Improve Visitors’ Engagement?. International Journal of Tourism Cities, Erken Basım (Early Site).
  • Lehong, H., Fenn, J., 2012. Gartner Research Report: Hype Cycle for Emerging Technologies. Erişim Tarihi: 15.01.2020 Https://Www.Gartner.Com/En/Documents/2100915/Hype-Cycle-For-Emerging-Technologies-2012
  • Madeira, R. N., Costa, L., Postolache, O., 2014. Physiomate-Pervasive Physical Rehabilitation Based on NUI and Gamification. IEEE, 2014 International Conference and Exposition on Electrical and Power Engineering (EPE), 612-616).
  • Malone, T. W., 1980. What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. Palo Alto, CA: Xerox.
  • Malone, T. W., 1981. What Makes Computer Games Fun?, Byte, 6 (12), 258-277.
  • Malone, T. W., Lepper, M. R., 1987. Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning. R. E. Snow ve M. J. Farr (Eds.), Aptitude, Learning, And Instruction: Vol. 3. Conative and Affective Process Analyses içinde (s. 223-253). Hillsdale, NJ: Lawrence Erlbaum.
  • Marczewski, A., 2017. The Ethics of Gamification. XRDS: Crossroads. The ACM Magazine for Students, 24 (1), 56-59.
  • Marriott On the Move, 2011. Get A Taste For What It Takes At 'My Marriott Hotel. Erişim Tarihi: 08.07.2020 Https://Www.Blogs.Marriott.Com/Marriott-On-The-Move/2011/06/Get-A-Taste-For-What-It-Takes-At-My-Marriott-Hotel.Html
  • Marriott, 2019. We Are Marriot International. Erişim Tarihi: 08.07.2020 Https://Www.Marriott.Com/Marriott/Aboutmarriott.Mi
  • Mechling, J., 2004. On My Honor: Boy Scouts and The Making of American Youth. Chicago: University of Chicago Press. Mcgonigal, J., 2011. Reality Is Broken: Why Games Make Us Better and How They Can Change the World. London: Penguin.
  • Morschheuser, B., Hassan, L., Werder, K., Hamari, J., 2018. How to Design Gamification? A Method for Engineering Gamified Software. Information and Software Technology, 95, 219-237.
  • Mora, A., Riera, D., Gonzalez, C., Arnedo-Moreno, J., 2015. A Literature Review of Gamification Design Frameworks. IEEE, 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games) içinde (s. 1-8).
  • Özdemir, A., 2011. Okul Bahçesi Peyzaj Tasarim Anlayişindaki Değişim Ve Bu Değişimin Uygulamaya Yansimalarinin Bartin Kenti Örneğinde İrdelenmesi,. Bartın Orman Fakültesi Dergisi, 13 (19), 41-51.
  • Park, H. J., Bae, J. H., 2014. Study and Research of Gamification Design. International Journal of Software Engineering and Its Applications, 8 (8), 19-28.
  • Robson, K., Plangger, K., Kietzmann, J. H., Mccarthy, I., Pitt, L., 2016. Game On: Engaging Customers and Employees Through Gamification. Business Horizons, 59 (1), 29-36.
  • Seyidoğlu, H., 2009. Bilimsel Araştırma Ve Yazma El Kitabı. İstanbul: Güzem Can Yayınları.
  • Sezgin, S., Bozkurt, A., Yılmaz, E. A., Van Der Linden, N., 2018. Oyunlaştırma, Eğitim Ve Kuramsal Yaklaşımlar: Öğrenme Süreçlerinde Motivasyon, Adanmışlık Ve Sürdürebilirlik. Mehmet Akif Ersoy Üniversitesi Eğitim Fakültesi Dergisi, 45, 169-189.
  • Siedsma, A., 2011. Marriott Hopes to Win with Facebook Game. Erişim Tarihi: 08/07/2020 Https://Www.Workforce.Com/News/Marriott-Hopes-To-Win-With-Facebook-Game
  • Sigala, M., 2015. Gamification for Crowdsourcing Marketing Practices: Applications and Benefits in Tourism. Advances in Crowdsourcing içinde (s. 129-145). Springer, Cham.
  • Simpson, P., Jenkins, P., 2015. Gamification and Human Resources: An Overview. Brighton: Brighton Business School. Spina, C., 2013. Gamification: Is It Right for Your Library. AALL Spectrum, 17 (6), 7-25.
  • Steinberg, A. B., 2008. For Sale-One Level 5 Barbarian For 94,800 Won: The International Effects of Virtual Property and The Legality of Its Ownership. Ga. J. Int'l Comp. L., 37, 381.
  • Terill, B., 2008. My Coverage of Lobby of The Social Gaming Summit. Erişim Tarihi: 15.01.2020 Http://Www.Bretterrill.Com/Search/Label/Gameification
  • Tong, X., Gupta, A., Lo, H., Choo, A., Gromala, D., Shaw, C. D., 2017. Chasing Lovely Monsters in The Wild, Exploring Players' Motivation and Play Patterns of Pokémon Go: Go, Gone or Go Away? Companion of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing içinde (s. 327-330).
  • Tuğran, F. E., 2016. Dijital Yerlilerin Siber-Uzamda Çoklu Kimlik Kullanımı Ve Oyun Oynama Pratikleri. Middle Black Sea Journal of Communication Studies, 1 (1), 8-17.
  • Xu, F., Buhalis, D., Weber, J., 2017. Serious Games and The Gamification of Tourism. Tourism Management, 60, 244-256. Van Roy, R., Zaman, B., 2017. Why Gamification Fails in Education and How to Make it Successful: Introducing Nine Gamification Heuristics Based on Self-Determination Theory. Serious Games and Edutainment Applications içinde (s. 485-509). Springer, Cham.
  • Vegt, N., Visch, V., De Ridder, H., Vermeeren, A., 2015. Designing Gamification to Guide Competitive and Cooperative Behavior in Teamwork. Gamification in Education and Business içinde (s. 513-533). Springer, Cham.
  • Woolard, S., 2018. How to Use Gamification in Recruitment? Erişim Tarihi: 08/07/2020 Https://Www.Talentlyft.Com/En/Blog/Article/225/How-To-Use-Gamification-In-Recruitment
  • Wu, J., Holsapple, C., 2014. Imaginal and emotional experiences in pleasure-oriented IT usage: A hedonic consumption perspective. Information and Management, 51 (1), 80-92.
  • Yang, Y., Asaad, Y., Dwivedi, Y., 2017. Examining the Impact of Gamification on Intention of Engagement and Brand Attitude in The Marketing Context. Computers in Human Behavior, 73, 459-469.
  • Yıldırım, İ., Demir, S., 2016. Students’ Views About Gamification Based Curriculum for The Lesson of Teaching Principles and Methods. Uluslararası Eğitim Programları ve Öğretim Çalışmaları Dergisi, 6 (11), 85-101.
  • Zica, M. R., Ionica, A. C., Leba, M., 2018. Gamification in the context of smart cities. IOP conference series: materials science and engineering, 294 (1), 12-45).
  • Zichermann, G., Cunningham, C., 2011. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Sabastopal: O'Reilly Media.
Toplam 76 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Senem Yazıcı 0000-0002-1318-3462

Gamze Utar 0000-0002-9839-1147

Erken Görünüm Tarihi 30 Nisan 2022
Yayımlanma Tarihi 31 Ocak 2022
Yayımlandığı Sayı Yıl 2022 Cilt: 17 Sayı: 65

Kaynak Göster

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. Ocak 2022;17(65):189-208. doi:10.19168/jyasar.843237
Chicago Yazıcı, Senem, ve Gamze Utar. “OTEL İŞLETMELERİNDE İLK OYUNLAŞTIRILMIŞ İŞGÖREN SEÇİM UYGULAMASI VE KRİTİK BAŞARI FAKTÖRLERİ”. Yaşar Üniversitesi E-Dergisi 17, sy. 65 (Ocak 2022): 189-208. https://doi.org/10.19168/jyasar.843237.
EndNote Yazıcı S, Utar G (01 Ocak 2022) OTEL İŞLETMELERİNDE İLK OYUNLAŞTIRILMIŞ İŞGÖREN SEÇİM UYGULAMASI VE KRİTİK BAŞARI FAKTÖRLERİ. Yaşar Üniversitesi E-Dergisi 17 65 189–208.
IEEE S. Yazıcı ve G. Utar, “OTEL İŞLETMELERİNDE İLK OYUNLAŞTIRILMIŞ İŞGÖREN SEÇİM UYGULAMASI VE KRİTİK BAŞARI FAKTÖRLERİ”, Yaşar Üniversitesi E-Dergisi, c. 17, sy. 65, ss. 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 (Ocak 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 ve Gamze Utar. “OTEL İŞLETMELERİNDE İLK OYUNLAŞTIRILMIŞ İŞGÖREN SEÇİM UYGULAMASI VE KRİTİK BAŞARI FAKTÖRLERİ”. Yaşar Üniversitesi E-Dergisi, c. 17, sy. 65, 2022, ss. 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.