Araştırma Makalesi

Examination of Expert Views on Gamification Application Design Process: A Case of Providing Face-to-Face Relationship Motivation

Sayı: 18 30 Haziran 2025
PDF İndir
EN TR

Examination of Expert Views on Gamification Application Design Process: A Case of Providing Face-to-Face Relationship Motivation

Öz

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'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.

Anahtar Kelimeler

Etik Beyan

Etik kurul izni Gazi Üniversitesi Etik Komisyonu tarafından alınmış, dosyalara eklenmiştir.

Kaynakça

  1. Abbasi, G.A., Jagaveeran, M., Goh, Y.-N., & Tariq, B. (2021). The impact of type of content use on smartphone addiction and academic performance: Physical activity as moderator. Technology in Society, 64 (2021), 101521. ISSN 0160-791X, https://doi.org/10.1016/j.techsoc.2020.101521.
  2. Aljomaa, S. S., Mohammad, M. F., Albursan, I. S., Bakhiet, S. F., & Abduljabbar, A. S. (2016). Smartphone addiction among university students in the light of some variables. Computers in Human Behavior, 61 (2016), 155–164. doi:10.1016/j.chb.2016.03.041
  3. Bahr, D.B., Browning, R.C., Wyatt, H.R., & Hill, J.O. (2009). Exploiting social networks to mitigate the obesity epidemic. Obesity, 17 (4), 723-728.
  4. Baranowski, T., Buday, R., Thompson, D.I., & Baranowski, J. (2008). Playing for real: Video games and stories for health-related behavior change. American Journal of Preventive Medicine, 34 (1), 74-82.
  5. Bartlett, W., Sandberg, S., Carobene, A., Fernandez-Calle, P., Diaz-Garzon, J., Coskun, A., Jonker, N., Galior, K., Gonzales-Lao, E., Moreno-Parro, I., Sufrate-Vergara, B., Webster, C., Itkonen, O., Marques-García, F., & Aarsand, A. (2025). A standard to report biological variation data studies – based on an expert opinion. Clinical Chemistry and Laboratory Medicine (CCLM), 63(1), 52-59. https://doi.org/10.1515/cclm-2024-0489
  6. Bateman, R. (2011). Social wellness,what it is & why you need it (at any age). Retrieved from https://socialwellness.wordpress.com/what-social-wellness-is/ (accessed 17 January 2024).
  7. Bernardo, J., Pires, F., Rheiner, S., Pessoa, M., & Conte, T. (2025). Would I use it? A study with experts exploring game design storytelling as a facilitating process for creating educational gamification. In Proceedings of the 17th International Conference on Computer Supported Education - Volume 1: CSEDU; ISBN 978-989-758-746-7; ISSN 2184-5026, SciTePress, pages 436-443. DOI: 10.5220/0013294600003932
  8. Berolo, S., Wells, R.P., Amick 3rd, B.C. (2011). Musculoskeletal symptoms among mobile hand-held device users and their relationship to device use: a preliminary study in a canadian university population. Applied Ergonomics, 42 (2), 371-378.

Ayrıntılar

Birincil Dil

İngilizce

Konular

İletişim Çalışmaları, İnternet, Yeni Medya

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

30 Haziran 2025

Gönderilme Tarihi

7 Ocak 2025

Kabul Tarihi

25 Nisan 2025

Yayımlandığı Sayı

Yıl 2025 Sayı: 18

Kaynak Göster

APA
Ilhan, E. (2025). Examination of Expert Views on Gamification Application Design Process: A Case of Providing Face-to-Face Relationship Motivation. Yeni Medya, 18, 21-42. https://doi.org/10.55609/yenimedya.1614735
AMA
1.Ilhan E. Examination of Expert Views on Gamification Application Design Process: A Case of Providing Face-to-Face Relationship Motivation. Yeni Medya. 2025;(18):21-42. doi:10.55609/yenimedya.1614735
Chicago
Ilhan, Ezgi. 2025. “Examination of Expert Views on Gamification Application Design Process: A Case of Providing Face-to-Face Relationship Motivation”. Yeni Medya, sy 18: 21-42. https://doi.org/10.55609/yenimedya.1614735.
EndNote
Ilhan E (01 Haziran 2025) Examination of Expert Views on Gamification Application Design Process: A Case of Providing Face-to-Face Relationship Motivation. Yeni Medya 18 21–42.
IEEE
[1]E. Ilhan, “Examination of Expert Views on Gamification Application Design Process: A Case of Providing Face-to-Face Relationship Motivation”, Yeni Medya, sy 18, ss. 21–42, Haz. 2025, doi: 10.55609/yenimedya.1614735.
ISNAD
Ilhan, Ezgi. “Examination of Expert Views on Gamification Application Design Process: A Case of Providing Face-to-Face Relationship Motivation”. Yeni Medya. 18 (01 Haziran 2025): 21-42. https://doi.org/10.55609/yenimedya.1614735.
JAMA
1.Ilhan E. Examination of Expert Views on Gamification Application Design Process: A Case of Providing Face-to-Face Relationship Motivation. Yeni Medya. 2025;:21–42.
MLA
Ilhan, Ezgi. “Examination of Expert Views on Gamification Application Design Process: A Case of Providing Face-to-Face Relationship Motivation”. Yeni Medya, sy 18, Haziran 2025, ss. 21-42, doi:10.55609/yenimedya.1614735.
Vancouver
1.Ezgi Ilhan. Examination of Expert Views on Gamification Application Design Process: A Case of Providing Face-to-Face Relationship Motivation. Yeni Medya. 01 Haziran 2025;(18):21-42. doi:10.55609/yenimedya.1614735