Araştırma Makalesi
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GAMIFICATION AS A SOCIAL MARKETING TOOL: A CONCEPTUAL ASSESSMENT

Yıl 2020, Cilt: 12 Sayı: 1, 66 - 80, 30.06.2020

Öz

Gamification has become a frequently used practice in different fields such as education, health, marketing. Its use in marketing is aimed at creating brand loyalty, increasing the frequency of purchasing, and creating customer satisfaction. Gamification and marketing understanding is an issue that should be discussed together. The reason for this is the idea that marketing can create social harm by using gamification. The understanding of marketing has transformed from business benefit to consumer benefit. The lack of social aspect that encompasses the society as a whole beyond the consumer benefit has led to the emergence of social marketing. Behaviors that create social benefit include issues that are difficult to do or are unaware of. Gamification appears as a savior at this point. With this study, it is emphasized that the practices that are required to gain behaviors that are difficult or unaware of the social benefit should be increased. In addition to this, it is aimed to draw attention to the social problems that gamification practices can create to catch technology and change. This study is a conceptual study that deals with the concepts of gamification and social marketing. Suggestions were made to policymakers, practitioners, and future researches.

Kaynakça

  • Altarriba, F. (2014). The Revolution of Fun. Documento de trabajo. Disponible en.
  • Anderson, S. P. (2011). Seductive interaction design: creating playful, fun, and effective user experiences. Berkeley, Calif.: New Riders.
  • Andreasen, A. R. (1994). Social marketing: Its definition and domain. Journal of public policy & marketing, 13(1), 108-114.
  • Andreasen, A. R. (2001). “Intersector Transfer of Marketing Knowledge,” in Handbook of Marketing and Society, Paul, N. Boom , and Gundlach, Gregory T. , eds. Thousand Oaks, CA: Sage Publications, 80–104.
  • Andreasen, A. R., Kotler, P., & Parker, D. (2008). Strategic marketing for nonprofit organizations.
  • Arrasvuori, J., Boberg, M., Holopainen, J., Korhonen, H., Lucero, A., & Montola, M. (2011, June). Applying the PLEX framework in designing for playfulness. In Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces (p. 24). ACM.
  • Bandura, A. (1977). Self-efficacy: toward a unifying theory of behavioral change. Psychological review, 84(2), 191.
  • Bartels, R. (1974). The Identity Crisis in Marketing: Is marketing a specific function with general applicability or a general function that is specifically applied?. Journal of marketing, 38(4), 73-76.
  • Binney, W., Hall, J., & Oppenheim, P. (2006). The nature and influence of motivation within the MOA framework: implications for social marketing. International Journal of Nonprofit and Voluntary Sector Marketing, 11(4), 289-301.
  • Binney, W., Hall, J., & Shaw, M. (2003). A further development in social marketing: application of the MOA framework and behavioral implications. Marketing Theory, 3(3), 387-403.
  • Buller, M. K., Kane, I. L., Dunn, A. L., Edwards, E. J., Buller, D. B., & Liu, X. (2009). Marketing fruit and vegetable intake with interactive games on the internet. Social Marketing Quarterly, 15(1_suppl), 136-154.
  • Chatfield, T. (2011). Fun Inc.: Why gaming will dominate the twenty-first century. Pegasus Books.
  • Consalvo, M. (2009). There is no magic circle. Games and culture, 4(4), 408-417.
  • Cruz, C., Hanus, M. D., & Fox, J. (2017). The need to achieve: Players' perceptions and uses of extrinsic meta-game reward systems for video game consoles. Computers in Human Behavior, 71, 516-524.
  • Deci, E. L., & Ryan, R. M. (2010). Self‐determination. The Corsini encyclopedia of psychology, 1-2.
  • Deci, E. L., & Ryan, R. M. (2011). Levels of analysis, regnant causes of behavior and well-being: The role of psychological needs. Psychological Inquiry, 22(1), 17-22.
  • Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011, May). Gamification: Toward a definition. In CHI 2011 gamification workshop proceedings (Vol. 12). Vancouver BC, Canada.
  • Dibb, S., & Carrigan, M. (2013). Social marketing transformed: Kotler, Polonsky and Hastings reflect on social marketing in a period of social change. European Journal of Marketing, 47(9), 1376-1398.
  • Dignan, A. (2011). Game frame: Using games as a strategy for success. Simon and Schuster.
  • Dorfman, L., & Yancey, A. K. T. (2009). Promoting physical activity and healthy eating: convergence in framing the role of industry. Preventive medicine, 49(4), 303-305.
  • Ferrara, J. (2012). Playful design: Creating game experiences in everyday interfaces. Rosenfeld Media.
  • Flatla, D. R., Gutwin, C., Nacke, L. E., Bateman, S., & Mandryk, R. L. (2011, October). Calibration games: making calibration tasks enjoyable by adding motivating game elements. In Proceedings of the 24th annual ACM symposium on User interface software and technology (pp. 403-412). ACM.
  • Francisco-Aparicio, A., Gutiérrez-Vela, F. L., Isla-Montes, J. L., & Sanchez, J. L. G. (2013). Gamification: analysis and application. In New trends in interaction, virtual reality and modeling (pp. 113-126). Springer, London.
  • Fullerton, T. (2018). Game design workshop: a playcentric approach to creating innovative games. AK Peters/CRC Press.
  • Grace, M. V., & Hall, J. (2008). Projecting surveillance entertainment. Presentation, ETech, San Diego: CA.
  • Grant, A. M. (2008). Does intrinsic motivation fuel the prosocial fire? Motivational synergy in predicting persistence, performance, and productivity. Journal of applied psychology, 93(1), 48.
  • Gustafsson, A., Katzeff, C., & Bang, M. (2009). Evaluation of a pervasive game for domestic energy engagement among teenagers. Computers in Entertainment (CIE), 7(4), 54.
  • Hagger, M. S., Keatley, D. A., Chan, D. C., Chatzisarantis, N. L., Dimmock, J. A., Jackson, B., & Ntoumanis, N. (2014). The goose is (half) cooked: a consideration of the mechanisms and interpersonal context is needed to elucidate the effects of personal financial incentives on health behaviour. International journal of behavioral medicine, 21(1), 197-201.
  • Hamari, J., & Koivisto, J. (2013, June). Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise. In ECIS (Vol. 105).
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does Gamification Work?-A Literature Review of Empirical Studies on Gamification. In HICSS (Vol. 14, No. 2014, pp. 3025-3034).
  • Harvey, P. D.(1999).‘Let Every Child be Wanted: How Social Marketing is Revolutionizing Contraceptive use around the world’. Auburn House, Westport, CT.
  • Hastings, G. (2003). Competition in social marketing.
  • Huizinga, J. (2014). Homo Ludens 6. Basım. Routledge.
  • Huotari, K., & Hamari, J. (2012, October). Defining gamification: a service marketing perspective. In Proceeding of the 16th international academic MindTrek conference (pp. 17-22). ACM.
  • Isen, A. M. (2001). An influence of positive affect on decision making in complex situations: Theoretical issues with practical implications. Journal of consumer psychology, 11(2), 75‐85.
  • Kapp, K. M. (2012). The gamification of learning and instruction (p. 93). San Francisco: Wiley.
  • Knaving, K., & Björk, S. (2013, October). Designing for fun and play: exploring possibilities in design for gamification. In Proceedings of the first International conference on gameful design, research, and applications (pp. 131-134). ACM.
  • Kocayoruk, E. (2012). The perception of parents and well-being of adolescents: Link with basic psychological need satisfaction. Procedia-Social and Behavioral Sciences, 46, 3624-3628.
  • Korn, O., Schmidt, A., & Hörz, T. (2012, June). Assistive systems in production environments: exploring motion recognition and gamification. In Proceedings of the 5th international conference on pervasive technologies related to assistive environments (p. 9). ACM.
  • Kotler, P., & Levy, S. J. (1969). Broadening the concept of marketing. Journal of marketing, 33(1), 10-15.
  • Kotler, P., & Zaltman, G. (1971). Social marketing: an approach to planned social change. Journal of marketing, 35(3), 3-12.
  • Lefebvre, C. (2009). Integrating cell phones and mobile technologies into public health practice: a social marketing perspective. Health promotion practice, 10(4), 490-494.
  • Lewis, Z. H., Swartz, M. C., & Lyons, E. J. (2016). What's the point?: a review of reward systems implemented in gamification interventions. Games for health journal, 5(2), 93-99.
  • Manoff, R. K. (1985). Social marketing: new imperative for public health.
  • McDonald, M. (2007). Malcolm McDonald on marketing planning: understanding marketing plans and strategy. Kogan Page Publishers.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
  • 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.
  • Michael, D. R., & Chen, S. L. (2005). Serious games: Games that educate, train, and inform. Muska & Lipman/Premier-Trade.
  • Mitchell, R., Schuster, L., & Drennan, J. (2017). Understanding how gamification influences behaviour in social marketing. Australasian Marketing Journal (AMJ), 25(1), 12-19. Mulcahy, R., Russell-Bennett, R., & Rundle-Thiele, S. (2015). Electronic games: can they create value for the moderate drinking brand?. Journal of Social Marketing, 5(3), 258-278.
  • Norman, D. A. (2004). Emotional design: Why we love (or hate) everyday things. Basic Civitas Books.
  • Roberto, E. L., & Kotler, P. (1989). Social marketing: Strategies for changing public behavior. New York: The Free Press. and Gerald Zaltman (1971)," Social Marketing: An Ap-proach to Planned Social Change," Journal of Marketing, 35, 3-12.
  • Rothschild, M. L. (1999). Carrots, sticks, and promises: A conceptual framework for the management of public health and social issue behaviors. Journal of Marketing, 63(4), 24-37.
  • Rothschild, M. L. (2009). Separating products and behaviors. Social Marketing Quarterly, 15(1), 107-110.
  • Rundle-Thiele, S., Schuster, L., Dietrich, T., Russell-Bennett, R., Drennan, J., Leo, C., & Connor, J. P. (2015). Maintaining or changing a drinking behavior? GOKA's short-term outcomes. Journal of Business Research, 68(10), 2155-2163.
  • Russell-Bennett, R., Leo, C., Rundle-Thiele, S., & Drennan, J. (2016). A hierarchy-of-effects approach to designing a social marketing game. Journal of Nonprofit & Public Sector Marketing, 28(2), 105-128.
  • Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1), 68.
  • 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.
  • Salen, K., Tekinbaş, K. S., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT press.
  • Schell, J. (2014). The Art of Game Design: A Book of Lenses, Second Edition: Taylor & Francis.
  • Smith, B. (2009). The power of the product P, or why toothpaste is so important to behavior change. Social Marketing Quarterly, 15(1), 98-106.
  • Susi, T., Johannesson, M., & Backlund, P. (2007). Serious games: An overview.
  • Thaichon, P., & Quach, T. N. (2016). Online marketing communications and childhood's intention to consume unhealthy food. Australasian Marketing Journal (AMJ), 24(1), 79-86.
  • Von Ahn, L., & Dabbish, L. (2008). Designing games with a purpose. Communications of the ACM, 51(8), 58-67.
  • Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
  • Whittaker, R. (2012). Issues in mHealth: findings from key informant interviews. Journal of medical Internet research, 14(5), e129.
  • Wiebe, G. D. (1951). Merchandising commodities and citizenship on television. Public Opinion Quarterly, 15(4), 679-691.
  • Yam, A., Russell‐Bennett, R., Foth, M., & Mulcahy, R. (2017). How Does Serious M‐Game Technology Encourage Low‐Income Households To Perform Socially Responsible Behaviors?. Psychology & Marketing, 34(4), 394-409.
  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. " O'Reilly Media, Inc.".
  • Zichermann, G., & Linder, J. (2010). Game-based marketing: inspire customer loyalty through rewards, challenges, and contests. John Wiley & Sons. http -1: http//www.thefuntheory.com/ (Erişim: 18.02.2018)

SOSYAL PAZARLAMA ARACI OLARAK OYUNLAŞTIRMA: KAVRAMSAL BİR DEĞERLENDİRME

Yıl 2020, Cilt: 12 Sayı: 1, 66 - 80, 30.06.2020

Öz

Oyunlaştırma, eğitim, sağlık, pazarlama olmak üzere farklı alanlarda sıkça kullanılan bir uygulama haline gelmiştir. Pazarlama alanında kullanımı ise marka sadakati yaratma, satın alma sıklığını artırma, müşteri memnuniyeti oluşturmaya yöneliktir. Oyunlaştırma ve pazarlama anlayışı, birlikte tartışılması gereken bir konudur. Bunun nedeni ise pazarlamanın oyunlaştırmayı kullanarak sosyal zarar oluşturabileceği düşüncesidir. Pazarlama anlayışı, işletme yararından tüketici yararına doğru bir dönüşüm sergilemiştir. Tüketici yararının ötesinde toplumun bütününü kapsayan sosyal yönünün eksikliği sosyal pazarlama anlayışının doğmasına neden olmuştur. Sosyal fayda oluşturan davranışlar, yapılması zor gelen ya da farkında olunmayan konuları kapsamaktadır. Oyunlaştırma bu noktada bir kurtarıcı güç olarak karşımıza çıkmaktadır. Bu çalışma ile birlikte sosyal fayda için kişilere gerçekleştirilmesi zor gelen ya da farkında olunmayan davranışların kazandırılması yönünde yapılan uygulamalara ve teknolojiyi ve değişimi yakalamak için yapılan oyunlaştırma uygulamalarının oluşturabileceği toplumsal sorunlara dikkat çekmek amaçlanmıştır. Bu çalışma oyunlaştırma ve sosyal pazarlama anlayışlarının ele alan kavramsal bir araştırmadır. Kural koyuculara, uygulayıcılara ve yapılacak araştırmalara öneriler sunulmuştur.

Kaynakça

  • Altarriba, F. (2014). The Revolution of Fun. Documento de trabajo. Disponible en.
  • Anderson, S. P. (2011). Seductive interaction design: creating playful, fun, and effective user experiences. Berkeley, Calif.: New Riders.
  • Andreasen, A. R. (1994). Social marketing: Its definition and domain. Journal of public policy & marketing, 13(1), 108-114.
  • Andreasen, A. R. (2001). “Intersector Transfer of Marketing Knowledge,” in Handbook of Marketing and Society, Paul, N. Boom , and Gundlach, Gregory T. , eds. Thousand Oaks, CA: Sage Publications, 80–104.
  • Andreasen, A. R., Kotler, P., & Parker, D. (2008). Strategic marketing for nonprofit organizations.
  • Arrasvuori, J., Boberg, M., Holopainen, J., Korhonen, H., Lucero, A., & Montola, M. (2011, June). Applying the PLEX framework in designing for playfulness. In Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces (p. 24). ACM.
  • Bandura, A. (1977). Self-efficacy: toward a unifying theory of behavioral change. Psychological review, 84(2), 191.
  • Bartels, R. (1974). The Identity Crisis in Marketing: Is marketing a specific function with general applicability or a general function that is specifically applied?. Journal of marketing, 38(4), 73-76.
  • Binney, W., Hall, J., & Oppenheim, P. (2006). The nature and influence of motivation within the MOA framework: implications for social marketing. International Journal of Nonprofit and Voluntary Sector Marketing, 11(4), 289-301.
  • Binney, W., Hall, J., & Shaw, M. (2003). A further development in social marketing: application of the MOA framework and behavioral implications. Marketing Theory, 3(3), 387-403.
  • Buller, M. K., Kane, I. L., Dunn, A. L., Edwards, E. J., Buller, D. B., & Liu, X. (2009). Marketing fruit and vegetable intake with interactive games on the internet. Social Marketing Quarterly, 15(1_suppl), 136-154.
  • Chatfield, T. (2011). Fun Inc.: Why gaming will dominate the twenty-first century. Pegasus Books.
  • Consalvo, M. (2009). There is no magic circle. Games and culture, 4(4), 408-417.
  • Cruz, C., Hanus, M. D., & Fox, J. (2017). The need to achieve: Players' perceptions and uses of extrinsic meta-game reward systems for video game consoles. Computers in Human Behavior, 71, 516-524.
  • Deci, E. L., & Ryan, R. M. (2010). Self‐determination. The Corsini encyclopedia of psychology, 1-2.
  • Deci, E. L., & Ryan, R. M. (2011). Levels of analysis, regnant causes of behavior and well-being: The role of psychological needs. Psychological Inquiry, 22(1), 17-22.
  • Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011, May). Gamification: Toward a definition. In CHI 2011 gamification workshop proceedings (Vol. 12). Vancouver BC, Canada.
  • Dibb, S., & Carrigan, M. (2013). Social marketing transformed: Kotler, Polonsky and Hastings reflect on social marketing in a period of social change. European Journal of Marketing, 47(9), 1376-1398.
  • Dignan, A. (2011). Game frame: Using games as a strategy for success. Simon and Schuster.
  • Dorfman, L., & Yancey, A. K. T. (2009). Promoting physical activity and healthy eating: convergence in framing the role of industry. Preventive medicine, 49(4), 303-305.
  • Ferrara, J. (2012). Playful design: Creating game experiences in everyday interfaces. Rosenfeld Media.
  • Flatla, D. R., Gutwin, C., Nacke, L. E., Bateman, S., & Mandryk, R. L. (2011, October). Calibration games: making calibration tasks enjoyable by adding motivating game elements. In Proceedings of the 24th annual ACM symposium on User interface software and technology (pp. 403-412). ACM.
  • Francisco-Aparicio, A., Gutiérrez-Vela, F. L., Isla-Montes, J. L., & Sanchez, J. L. G. (2013). Gamification: analysis and application. In New trends in interaction, virtual reality and modeling (pp. 113-126). Springer, London.
  • Fullerton, T. (2018). Game design workshop: a playcentric approach to creating innovative games. AK Peters/CRC Press.
  • Grace, M. V., & Hall, J. (2008). Projecting surveillance entertainment. Presentation, ETech, San Diego: CA.
  • Grant, A. M. (2008). Does intrinsic motivation fuel the prosocial fire? Motivational synergy in predicting persistence, performance, and productivity. Journal of applied psychology, 93(1), 48.
  • Gustafsson, A., Katzeff, C., & Bang, M. (2009). Evaluation of a pervasive game for domestic energy engagement among teenagers. Computers in Entertainment (CIE), 7(4), 54.
  • Hagger, M. S., Keatley, D. A., Chan, D. C., Chatzisarantis, N. L., Dimmock, J. A., Jackson, B., & Ntoumanis, N. (2014). The goose is (half) cooked: a consideration of the mechanisms and interpersonal context is needed to elucidate the effects of personal financial incentives on health behaviour. International journal of behavioral medicine, 21(1), 197-201.
  • Hamari, J., & Koivisto, J. (2013, June). Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise. In ECIS (Vol. 105).
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does Gamification Work?-A Literature Review of Empirical Studies on Gamification. In HICSS (Vol. 14, No. 2014, pp. 3025-3034).
  • Harvey, P. D.(1999).‘Let Every Child be Wanted: How Social Marketing is Revolutionizing Contraceptive use around the world’. Auburn House, Westport, CT.
  • Hastings, G. (2003). Competition in social marketing.
  • Huizinga, J. (2014). Homo Ludens 6. Basım. Routledge.
  • Huotari, K., & Hamari, J. (2012, October). Defining gamification: a service marketing perspective. In Proceeding of the 16th international academic MindTrek conference (pp. 17-22). ACM.
  • Isen, A. M. (2001). An influence of positive affect on decision making in complex situations: Theoretical issues with practical implications. Journal of consumer psychology, 11(2), 75‐85.
  • Kapp, K. M. (2012). The gamification of learning and instruction (p. 93). San Francisco: Wiley.
  • Knaving, K., & Björk, S. (2013, October). Designing for fun and play: exploring possibilities in design for gamification. In Proceedings of the first International conference on gameful design, research, and applications (pp. 131-134). ACM.
  • Kocayoruk, E. (2012). The perception of parents and well-being of adolescents: Link with basic psychological need satisfaction. Procedia-Social and Behavioral Sciences, 46, 3624-3628.
  • Korn, O., Schmidt, A., & Hörz, T. (2012, June). Assistive systems in production environments: exploring motion recognition and gamification. In Proceedings of the 5th international conference on pervasive technologies related to assistive environments (p. 9). ACM.
  • Kotler, P., & Levy, S. J. (1969). Broadening the concept of marketing. Journal of marketing, 33(1), 10-15.
  • Kotler, P., & Zaltman, G. (1971). Social marketing: an approach to planned social change. Journal of marketing, 35(3), 3-12.
  • Lefebvre, C. (2009). Integrating cell phones and mobile technologies into public health practice: a social marketing perspective. Health promotion practice, 10(4), 490-494.
  • Lewis, Z. H., Swartz, M. C., & Lyons, E. J. (2016). What's the point?: a review of reward systems implemented in gamification interventions. Games for health journal, 5(2), 93-99.
  • Manoff, R. K. (1985). Social marketing: new imperative for public health.
  • McDonald, M. (2007). Malcolm McDonald on marketing planning: understanding marketing plans and strategy. Kogan Page Publishers.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
  • 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.
  • Michael, D. R., & Chen, S. L. (2005). Serious games: Games that educate, train, and inform. Muska & Lipman/Premier-Trade.
  • Mitchell, R., Schuster, L., & Drennan, J. (2017). Understanding how gamification influences behaviour in social marketing. Australasian Marketing Journal (AMJ), 25(1), 12-19. Mulcahy, R., Russell-Bennett, R., & Rundle-Thiele, S. (2015). Electronic games: can they create value for the moderate drinking brand?. Journal of Social Marketing, 5(3), 258-278.
  • Norman, D. A. (2004). Emotional design: Why we love (or hate) everyday things. Basic Civitas Books.
  • Roberto, E. L., & Kotler, P. (1989). Social marketing: Strategies for changing public behavior. New York: The Free Press. and Gerald Zaltman (1971)," Social Marketing: An Ap-proach to Planned Social Change," Journal of Marketing, 35, 3-12.
  • Rothschild, M. L. (1999). Carrots, sticks, and promises: A conceptual framework for the management of public health and social issue behaviors. Journal of Marketing, 63(4), 24-37.
  • Rothschild, M. L. (2009). Separating products and behaviors. Social Marketing Quarterly, 15(1), 107-110.
  • Rundle-Thiele, S., Schuster, L., Dietrich, T., Russell-Bennett, R., Drennan, J., Leo, C., & Connor, J. P. (2015). Maintaining or changing a drinking behavior? GOKA's short-term outcomes. Journal of Business Research, 68(10), 2155-2163.
  • Russell-Bennett, R., Leo, C., Rundle-Thiele, S., & Drennan, J. (2016). A hierarchy-of-effects approach to designing a social marketing game. Journal of Nonprofit & Public Sector Marketing, 28(2), 105-128.
  • Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1), 68.
  • 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.
  • Salen, K., Tekinbaş, K. S., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT press.
  • Schell, J. (2014). The Art of Game Design: A Book of Lenses, Second Edition: Taylor & Francis.
  • Smith, B. (2009). The power of the product P, or why toothpaste is so important to behavior change. Social Marketing Quarterly, 15(1), 98-106.
  • Susi, T., Johannesson, M., & Backlund, P. (2007). Serious games: An overview.
  • Thaichon, P., & Quach, T. N. (2016). Online marketing communications and childhood's intention to consume unhealthy food. Australasian Marketing Journal (AMJ), 24(1), 79-86.
  • Von Ahn, L., & Dabbish, L. (2008). Designing games with a purpose. Communications of the ACM, 51(8), 58-67.
  • Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
  • Whittaker, R. (2012). Issues in mHealth: findings from key informant interviews. Journal of medical Internet research, 14(5), e129.
  • Wiebe, G. D. (1951). Merchandising commodities and citizenship on television. Public Opinion Quarterly, 15(4), 679-691.
  • Yam, A., Russell‐Bennett, R., Foth, M., & Mulcahy, R. (2017). How Does Serious M‐Game Technology Encourage Low‐Income Households To Perform Socially Responsible Behaviors?. Psychology & Marketing, 34(4), 394-409.
  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. " O'Reilly Media, Inc.".
  • Zichermann, G., & Linder, J. (2010). Game-based marketing: inspire customer loyalty through rewards, challenges, and contests. John Wiley & Sons. http -1: http//www.thefuntheory.com/ (Erişim: 18.02.2018)
Toplam 69 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Araştırma Makalesi
Yazarlar

Selin Ögel Aydın Bu kişi benim

Yayımlanma Tarihi 30 Haziran 2020
Yayımlandığı Sayı Yıl 2020 Cilt: 12 Sayı: 1

Kaynak Göster

APA Ögel Aydın, S. (2020). SOSYAL PAZARLAMA ARACI OLARAK OYUNLAŞTIRMA: KAVRAMSAL BİR DEĞERLENDİRME. Sosyal Ve Beşeri Bilimler Dergisi, 12(1), 66-80.
AMA Ögel Aydın S. SOSYAL PAZARLAMA ARACI OLARAK OYUNLAŞTIRMA: KAVRAMSAL BİR DEĞERLENDİRME. Sosyal ve Beşeri Bilimler Dergisi. Haziran 2020;12(1):66-80.
Chicago Ögel Aydın, Selin. “SOSYAL PAZARLAMA ARACI OLARAK OYUNLAŞTIRMA: KAVRAMSAL BİR DEĞERLENDİRME”. Sosyal Ve Beşeri Bilimler Dergisi 12, sy. 1 (Haziran 2020): 66-80.
EndNote Ögel Aydın S (01 Haziran 2020) SOSYAL PAZARLAMA ARACI OLARAK OYUNLAŞTIRMA: KAVRAMSAL BİR DEĞERLENDİRME. Sosyal ve Beşeri Bilimler Dergisi 12 1 66–80.
IEEE S. Ögel Aydın, “SOSYAL PAZARLAMA ARACI OLARAK OYUNLAŞTIRMA: KAVRAMSAL BİR DEĞERLENDİRME”, Sosyal ve Beşeri Bilimler Dergisi, c. 12, sy. 1, ss. 66–80, 2020.
ISNAD Ögel Aydın, Selin. “SOSYAL PAZARLAMA ARACI OLARAK OYUNLAŞTIRMA: KAVRAMSAL BİR DEĞERLENDİRME”. Sosyal ve Beşeri Bilimler Dergisi 12/1 (Haziran 2020), 66-80.
JAMA Ögel Aydın S. SOSYAL PAZARLAMA ARACI OLARAK OYUNLAŞTIRMA: KAVRAMSAL BİR DEĞERLENDİRME. Sosyal ve Beşeri Bilimler Dergisi. 2020;12:66–80.
MLA Ögel Aydın, Selin. “SOSYAL PAZARLAMA ARACI OLARAK OYUNLAŞTIRMA: KAVRAMSAL BİR DEĞERLENDİRME”. Sosyal Ve Beşeri Bilimler Dergisi, c. 12, sy. 1, 2020, ss. 66-80.
Vancouver Ögel Aydın S. SOSYAL PAZARLAMA ARACI OLARAK OYUNLAŞTIRMA: KAVRAMSAL BİR DEĞERLENDİRME. Sosyal ve Beşeri Bilimler Dergisi. 2020;12(1):66-80.