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            <front>

                <journal-meta>
                                    <journal-id></journal-id>
            <journal-title-group>
                                                                                    <journal-title>Yeni Medya</journal-title>
            </journal-title-group>
                                        <issn pub-type="epub">2587-1285</issn>
                                                                                            <publisher>
                    <publisher-name>Ankara Hacı Bayram Veli Üniversitesi</publisher-name>
                </publisher>
                    </journal-meta>
                <article-meta>
                                        <article-id pub-id-type="doi">10.55609/yenimedya.1614735</article-id>
                                                                <article-categories>
                                            <subj-group  xml:lang="en">
                                                            <subject>Communication Studies</subject>
                                                            <subject>Internet</subject>
                                                            <subject>New Media</subject>
                                                    </subj-group>
                                            <subj-group  xml:lang="tr">
                                                            <subject>İletişim Çalışmaları</subject>
                                                            <subject>İnternet</subject>
                                                            <subject>Yeni Medya</subject>
                                                    </subj-group>
                                    </article-categories>
                                                                                                                                                        <title-group>
                                                                                                                        <article-title>Examination of Expert Views on Gamification Application Design Process: A Case of Providing Face-to-Face Relationship Motivation</article-title>
                                                                                                                                                                                                <trans-title-group xml:lang="tr">
                                    <trans-title>Oyunlaştırılmış Uygulama Tasarım Sürecine İlişkin Uzman Görüşlerinin İncelenmesi: Yüz Yüze İlişki Motivasyonunun Sağlanması Örneği</trans-title>
                                </trans-title-group>
                                                                                                    </title-group>
            
                                                    <contrib-group content-type="authors">
                                                                        <contrib contrib-type="author">
                                                                    <contrib-id contrib-id-type="orcid">
                                        https://orcid.org/0000-0002-5016-0948</contrib-id>
                                                                <name>
                                    <surname>Ilhan</surname>
                                    <given-names>Ezgi</given-names>
                                </name>
                                                                    <aff>GAZİ ÜNİVERSİTESİ</aff>
                                                            </contrib>
                                                                                </contrib-group>
                        
                                        <pub-date pub-type="pub" iso-8601-date="20250630">
                    <day>06</day>
                    <month>30</month>
                    <year>2025</year>
                </pub-date>
                                                    <issue>18</issue>
                                        <fpage>21</fpage>
                                        <lpage>42</lpage>
                        
                        <history>
                                    <date date-type="received" iso-8601-date="20250107">
                        <day>01</day>
                        <month>07</month>
                        <year>2025</year>
                    </date>
                                                    <date date-type="accepted" iso-8601-date="20250425">
                        <day>04</day>
                        <month>25</month>
                        <year>2025</year>
                    </date>
                            </history>
                                        <permissions>
                    <copyright-statement>Copyright © 2016, Yeni Medya</copyright-statement>
                    <copyright-year>2016</copyright-year>
                    <copyright-holder>Yeni Medya</copyright-holder>
                </permissions>
            
                                                                                                <abstract><p>The concept of gamification is the adaptation of game elements to non-game environments for individual and social well-being. In recent years, gamified tools have been frequently preferred to improve behaviours. Within the scope of the study, the excessive use of smartphones, digitalization, and the increase in virtual networks, replacing physical and face-to-face social relationships, have been presented as examples of problem cases. The study emphasized the increase in the frequency of use of smartphones in daily life as a behaviour that needs to be regulated in terms of disrupting both the quality of life of individuals in terms of health, academic and professional success and their social relationships with others. The study examines the development processes of a mobile gamification application called PhoneFree, which was designed to shape smartphone usage behaviour and provide motivation for face-to-face relationships. The research includes three steps: obtaining views and suggestions from experts before preparing design prototypes, designing prototypes, and evaluating the proposed design by the same experts. The evaluations of six experts were collected through interviews and scales. The perspectives of these experts, especially on the application&#039;s purpose, belief in its usefulness, criteria for creating engagement, strengths and weaknesses and design elements, were summarized with their feelings and thoughts. Supporting the decisions made in the design development process with expert opinions revealed what the focus topics could be before a final product was obtained and tests were conducted with the end user. The research provides information on the theoretical and practical areas for improving future gamified application designs based on its emphasis.</p></abstract>
                                                                                                                                    <trans-abstract xml:lang="tr">
                            <p>Oyunlaştırma kavramı bireysel ve sosyal iyi oluş için oyun elemanlarının oyun dışı ortamlara adapte edilmesidir. Son yıllarda oyunlaştırılmış araçlar davranışları iyiye götürmek için sıkça tercih edilmektedir. Çalışma kapsamında akıllı telefonların aşırı kullanımı, dijitalleşme ve sanal ağların sayısındaki artışın, fiziksel ve yüz yüze sosyal ilişkilerin yerini alması bir problem tespiti örneği olarak ortaya koyulmuştur. Çalışma, akıllı telefonların günlük yaşamda kullanım sıklığının artışını hem bireylerin sağlık, akademik ve mesleki başarı bağlamında yaşam kalitesini hem de başkalarıyla sosyal ilişkilerini bozması açısından regüle edilmesi gereken bir davranış olarak vurgulamıştır. Çalışma, akıllı telefon kullanım davranışını şekillendirmek ve yüz yüze ilişkiler için motivasyon sağlamak amacıyla tasarlanan PhoneFree adlı mobil oyunlaştırma uygulamasının gelişim süreçlerini ele almaktadır. Araştırma, tasarım prototiplerinin hazırlanmadan önce uzmanlardan görüş ve öneri alınması, prototiplerin tasarlanması ve önerilen tasarımın aynı uzmanlar tarafından değerlendirilmesinden oluşan üç basamak içermektedir. Altı uzmanın değerlendirmeleri görüşmeler ve ölçekler yoluyla toplanmıştır. Bu uzmanların özellikle uygulamanın hedefi, kullanışlılığına olan inanç, bağlılık yaratma kriterleri, güçlü ve zayıf yönleri ve tasarım elemanları başlıklarına ilişkin bakış açıları, his ve düşünceleriyle beraber özetlenmiştir. Tasarım geliştirme sürecinde verilen kararların uzman görüşleriyle desteklenmesi, henüz bitmiş bir ürün elde edilmeden ve son kullanıcıyla testler yapılmadan önce odak konuların neler olabileceğini ortaya koymuştur. Buradaki vurgular üzerinden araştırmanın gelecekteki oyunlaştırılmış uygulama tasarımlarının iyileştirilmesi için teorik olarak ve uygulama alanlarına bilgi sağladığı düşünülmektedir.</p></trans-abstract>
                                                            
            
                                                            <kwd-group>
                                                    <kwd>Gamification</kwd>
                                                    <kwd>  Mobile application design</kwd>
                                                    <kwd>  Social wellness</kwd>
                                                    <kwd>  Design process</kwd>
                                                    <kwd>  Expert evaluations</kwd>
                                            </kwd-group>
                                                        
                                                                            <kwd-group xml:lang="tr">
                                                    <kwd>Oyunlaştırma</kwd>
                                                    <kwd>  Mobil uygulama tasarımı</kwd>
                                                    <kwd>  Sosyal iyilik</kwd>
                                                    <kwd>  Tasarım süreci</kwd>
                                                    <kwd>  Uzman değerlendirmeleri</kwd>
                                            </kwd-group>
                                                                                                        <funding-group specific-use="FundRef">
                    <award-group>
                                                    <funding-source>
                                <named-content content-type="funder_name">Yok.</named-content>
                            </funding-source>
                                                                    </award-group>
                </funding-group>
                                </article-meta>
    </front>
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