Araştırma Makalesi
BibTex RIS Kaynak Göster

MOBİL ÇAĞDA OYUNLAŞTIRMA UYGULAMALARI VE TÜKETİCİ TEPKİLERİ

Yıl 2018, Cilt: 3 Sayı: 6, 48 - 65, 30.12.2018

Öz

Oyunlaştırma, oyun oynamak ile ilgili olmayan bir eylemde bireyi ya da kişiyi harekete geçirmek için kullanılan teşvik edici ödül ve aktivitelerdir. Son yıllarda işletmeler dijital teknolojilerin desteğiyle tüketicilerin dikkatini çekmek ve iletişimi güçlendirmek için bu yöntemi uygulamaktadır. Bu çalışma, algılanan fayda, sosyal etki, algılanan keyif ve algılanan kullanım kolaylığı değişkenleri kapsamında, oyunlaştırma uygulamalarının tüketicilerin ilgisini nasıl, ne ölçüde çektiği ve onların mobil oyun uygulamalarına yönelik tutumlarını nasıl etkilediği sorularına cevap aramaktadır. Çalışma için Teknoloji Kabul Modeli temel alınarak bir araştırma modeli kurgulanmıştır. Modelde yer alan ilişkileri incelemek üzere ihtiyaç duyulan veriler yüz yüze görüşme yöntemiyle oyunlaştırma uygulamalarını kullanan ve kolayda örnekleme yöntemi ile seçilen 187 kişiden elde edilmiştir. Bulgular kullanıcılar tarafından algılanan sosyal etki, algılanan fayda ve keyfin oyunlaştırma uygulamalarına yönelik tutumu ve kullanım niyetini olumlu yönde etkilediğini göstermektedir.

Kaynakça

  • Ajzen, I. (1991). The Theory of Planned Behaviour. Organizational Behaviour and Human Decision Processes, 50(2), 179–211.
  • Altuntaş, B. ve Karaaslan, M.H.(2016). Türkiye’deki Seçilmiş Pazarlama Vakalarının Oyunlaştırma Kavramı Çerçevesinde İncelenmesi. Mehmet Akif Ersoy Üniversitesi Sosyal Bilimler Enstitüsü Dergisi Cilt.8 Sayı.17, Aralık. 433-447.
  • Bouwman, H., Carlsson, C., Molina-Castillo, F. J., & Walden, P. (2007). Barriers and drivers in the adoption of current and future mobile services in Finland. Telematics and Informatics, 24(2), 145-160.
  • Conaway, Roger - Garay, Mario Cortês (2014), Gamification and Service Marketing. SpringerPlus, Vol.3, No.1, 1-11.
  • Davis, F.D. (1989). Perceived usefulness, perceived ease of use and user acceptance of information technology. MIS Quarterly 13, 319–340.
  • Deci, E. L., Koestelr, R., ve Ryan, R. M. (1999). A nieta-anualytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125, 627- 668.
  • Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management Science, 35, 982–1002.
  • Deterding, S., Dixon, D., Khaled, R. ve Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference, 9–15. Hair, J. F., Bush, R.P. & Ortinau, D. J. (2000). Marketing Research: A Practical Approach for the New Millenium. Singapore: McGraw-Hill Higher Education.
  • Hsu, C.-L., ve Lu, H.-P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management, 41(7), 853–868. Hsu, C., ve Lu, H. (2007). Consumer behavior in online game community: A motivational factor perspective. Computers in Human Behavior, 23(3), 1642e1659. Huotari, K., Hamari, J. (2012). Defining gamification – a service marketing perspective. In: Proceedings of the 16th International Academic MindTrek Conference. Presented at MindTrek׳12. ACM, 17–22. Jagoda, P. (2013). Gamification and Other Forms of Play, Boundary 2, Vol.40,No.2 ,113-144.
  • Johnson, L., Adams Becker, S. ve Cummins, M. (2013). NMC Horizon Report: 2013 Higher Education Edition. Austin, Texas: The New Media Consortium”, http://www.nmc.org/pdf/2013-horizon-report-HE.pdf (26.09.2016).
  • Mathwick, C., Malhotra, N.K. ve Rigdon, E. (2002). The Effect Of Dynamic Retail Experiences On Experiential Perceptions Of Value: An Internet And Catalog Comparison Journal Of Retailing, 78 (1) , 50-51.
  • Nakip, M. ve Yaraş, E. (2017). Pazarlama Araştırma Teknikleri, 4. Baskı, Seçkin Yayıncılık.
  • Özdemir, E., Akhan, C.E., Şenol, G. (2017). Social Sciences Studies Journal. Consumers In-Game Purchases In Onlıne Games: Explorıng Antecedents And Motivating Factors, Vol. 3, 2123.
  • Özdemir, E., Akhan, C.E., Şenol, G. (2018). Eurosian Conference on Language & Social Sciences. Attitudes of Young Consumers’ Towards In-Game Advertising, 81.
  • T. Robinson, https://robinsontom.wordpress.com/year-2/unit-72-game-design/the-history-of-games/ , Erişim Tarihi: 14.11.2018
  • Rodrigues, L. F., Oliveira, A., ve Costa, C. (2016). Playing Seriously–How Gamification and Social Cues Influence Bank Customers to Use Gamified e-business Applications. Computers in Human Behavior, Vol. 63, 392-407.
  • Sezan Sezgin, Aras Bozkurt, E. Altuğ Yılmaz, Niels Van Der LINDEN (2018), Mehmet Akif Ersoy Üniversitesi Eğitim Fakültesi Dergisi, Sayı 45, 170)
  • Venkatesh, V. ve Davis, F. D. (2000). "A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies". Management Science, 46(2), 186–204.
  • Venkatesh, V. (2000). Determinants of Perceived ease-of-use: Integrating Control, Intrinsic motivation, and emotion into the technology acceptance model. Information Systems Research, 11, 342-365.
  • Wang, Y.S. (2002). The adoption of electronic tax filling systems: An empirical study, Government Information Quarterly, 20: 333-352.
  • Wu, J., Liu, D. (2007). The Effects of Trust And Enjoyment on Itention to Play Online Games, Journal of Electronic Commerce Research, 8 (2) (2007), 128-140.
  • Xu, F. Tian, F., Buhalis, D., Weber, J. ve Zhang, H. (20165). Tourists As Mobile Gamers, The Gamification For Tourism Marketing, Journal of Travel and Tourism Marketing. 33 (8), 1124-1142.
  • Yang, Y. Asaad, Y. ve Dwivedi, Y. (2017). Examining the Impact of Gamification on Intention of Engagement Brand Attitude in the Marketing Context, Computers in Human Behavior, 73, 459-469.
Yıl 2018, Cilt: 3 Sayı: 6, 48 - 65, 30.12.2018

Öz

Kaynakça

  • Ajzen, I. (1991). The Theory of Planned Behaviour. Organizational Behaviour and Human Decision Processes, 50(2), 179–211.
  • Altuntaş, B. ve Karaaslan, M.H.(2016). Türkiye’deki Seçilmiş Pazarlama Vakalarının Oyunlaştırma Kavramı Çerçevesinde İncelenmesi. Mehmet Akif Ersoy Üniversitesi Sosyal Bilimler Enstitüsü Dergisi Cilt.8 Sayı.17, Aralık. 433-447.
  • Bouwman, H., Carlsson, C., Molina-Castillo, F. J., & Walden, P. (2007). Barriers and drivers in the adoption of current and future mobile services in Finland. Telematics and Informatics, 24(2), 145-160.
  • Conaway, Roger - Garay, Mario Cortês (2014), Gamification and Service Marketing. SpringerPlus, Vol.3, No.1, 1-11.
  • Davis, F.D. (1989). Perceived usefulness, perceived ease of use and user acceptance of information technology. MIS Quarterly 13, 319–340.
  • Deci, E. L., Koestelr, R., ve Ryan, R. M. (1999). A nieta-anualytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125, 627- 668.
  • Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management Science, 35, 982–1002.
  • Deterding, S., Dixon, D., Khaled, R. ve Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference, 9–15. Hair, J. F., Bush, R.P. & Ortinau, D. J. (2000). Marketing Research: A Practical Approach for the New Millenium. Singapore: McGraw-Hill Higher Education.
  • Hsu, C.-L., ve Lu, H.-P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management, 41(7), 853–868. Hsu, C., ve Lu, H. (2007). Consumer behavior in online game community: A motivational factor perspective. Computers in Human Behavior, 23(3), 1642e1659. Huotari, K., Hamari, J. (2012). Defining gamification – a service marketing perspective. In: Proceedings of the 16th International Academic MindTrek Conference. Presented at MindTrek׳12. ACM, 17–22. Jagoda, P. (2013). Gamification and Other Forms of Play, Boundary 2, Vol.40,No.2 ,113-144.
  • Johnson, L., Adams Becker, S. ve Cummins, M. (2013). NMC Horizon Report: 2013 Higher Education Edition. Austin, Texas: The New Media Consortium”, http://www.nmc.org/pdf/2013-horizon-report-HE.pdf (26.09.2016).
  • Mathwick, C., Malhotra, N.K. ve Rigdon, E. (2002). The Effect Of Dynamic Retail Experiences On Experiential Perceptions Of Value: An Internet And Catalog Comparison Journal Of Retailing, 78 (1) , 50-51.
  • Nakip, M. ve Yaraş, E. (2017). Pazarlama Araştırma Teknikleri, 4. Baskı, Seçkin Yayıncılık.
  • Özdemir, E., Akhan, C.E., Şenol, G. (2017). Social Sciences Studies Journal. Consumers In-Game Purchases In Onlıne Games: Explorıng Antecedents And Motivating Factors, Vol. 3, 2123.
  • Özdemir, E., Akhan, C.E., Şenol, G. (2018). Eurosian Conference on Language & Social Sciences. Attitudes of Young Consumers’ Towards In-Game Advertising, 81.
  • T. Robinson, https://robinsontom.wordpress.com/year-2/unit-72-game-design/the-history-of-games/ , Erişim Tarihi: 14.11.2018
  • Rodrigues, L. F., Oliveira, A., ve Costa, C. (2016). Playing Seriously–How Gamification and Social Cues Influence Bank Customers to Use Gamified e-business Applications. Computers in Human Behavior, Vol. 63, 392-407.
  • Sezan Sezgin, Aras Bozkurt, E. Altuğ Yılmaz, Niels Van Der LINDEN (2018), Mehmet Akif Ersoy Üniversitesi Eğitim Fakültesi Dergisi, Sayı 45, 170)
  • Venkatesh, V. ve Davis, F. D. (2000). "A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies". Management Science, 46(2), 186–204.
  • Venkatesh, V. (2000). Determinants of Perceived ease-of-use: Integrating Control, Intrinsic motivation, and emotion into the technology acceptance model. Information Systems Research, 11, 342-365.
  • Wang, Y.S. (2002). The adoption of electronic tax filling systems: An empirical study, Government Information Quarterly, 20: 333-352.
  • Wu, J., Liu, D. (2007). The Effects of Trust And Enjoyment on Itention to Play Online Games, Journal of Electronic Commerce Research, 8 (2) (2007), 128-140.
  • Xu, F. Tian, F., Buhalis, D., Weber, J. ve Zhang, H. (20165). Tourists As Mobile Gamers, The Gamification For Tourism Marketing, Journal of Travel and Tourism Marketing. 33 (8), 1124-1142.
  • Yang, Y. Asaad, Y. ve Dwivedi, Y. (2017). Examining the Impact of Gamification on Intention of Engagement Brand Attitude in the Marketing Context, Computers in Human Behavior, 73, 459-469.
Toplam 23 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Sima Nart

Umut Güleç Bu kişi benim

Yayımlanma Tarihi 30 Aralık 2018
Gönderilme Tarihi 30 Ekim 2018
Yayımlandığı Sayı Yıl 2018 Cilt: 3 Sayı: 6

Kaynak Göster

APA Nart, S., & Güleç, U. (2018). MOBİL ÇAĞDA OYUNLAŞTIRMA UYGULAMALARI VE TÜKETİCİ TEPKİLERİ. Van Yüzüncü Yıl Üniversitesi İktisadi Ve İdari Bilimler Fakültesi Dergisi, 3(6), 48-65.