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

Yıl 2025, Sayı: 18, 21 - 42, 30.06.2025
https://doi.org/10.55609/yenimedya.1614735

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.

Etik Beyan

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

Kaynakça

  • 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.
  • 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
  • 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.
  • 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.
  • 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
  • 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).
  • 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
  • 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.
  • Braunstein, D. (2013). Gamification: An introduction to its potential. Retrieved from http://www.huffingtonpost.com/danya-braunstein/gamification-an-introduct_b_3167566.html (accessed 2 January 2024).
  • Caballini, C., Agostino, M., & Chiara, B.D. (2021). Physical mobility and virtual communication in Italy: Trends, analytical relationships and policies for the post COVID-19, Transport Policy, 110 (2021), 314-334. ISSN 0967-070X, https://doi.org/10.1016/j.tranpol.2021.06.007.
  • Cao, W., Li, X., Chen, Y., Jin, L., Guo, R., Song, N., Sun, S., & Ding, P. (2024). Boosting the intelligent development of electromagnetic shielding polymer composites by expert knowledge. Advanced Functional Materials, 35(1), 2406738. https://doi.org/10.1002/adfm.202406738
  • Cheever, N., Rosen, L., Carrier, L. M., & Chavez, A. (2014). Out of sight is not out of mind: The impact of restricting wireless mobile device use on anxiety levels among low, moderate and high users. Computers in Human Behavior, 37 (2014), 290–297. doi:10.1016/j.chb.2014.05.002
  • Chiu, S-I., Hong, F-Y., & Chiu, S-L. (2013). An analysis on the correlation and gender difference between college students´ Internet addiction and mobile phone addiction in Taiwan. International Scholarly Research Notices Addiction, 2013, Article 360607. http://dx.doi.org/10.1155/2013/360607
  • Chóliz, M. (2012). Mobile-phone addiction in adolescence: The test of mobile phone dependence (TMD). Progress in Health Sciences, 2 (1), 33-44.
  • Chou, Y. (2025). Gamification examples: The fully comprehensive list (2025). Retrieved from https://yukaichou.com/gamification-examples/#.WvItuFSpnyU (accessed 15 April 2025).
  • Cloke, H. (2023). 19 gamification trends for 2023-2025: Top stats, facts & examples. Retrieved from https://www.growthengineering.co.uk/19-gamification-trends-for-2022-2025-top-stats-facts-examples/ (accessed 7 April 2025).
  • Cowlishaw, R. (2025). 25+ gamification statistics you need to know in 2025. Retrieved from https://www.amplifai.com/blog/gamification-statistics#gamification-statistic-22 (accessed 9 April 2025).
  • Datareportal Research (2025). Digital around the world. Retrieved from https://datareportal.com/global-digital-overview#:~:text=There%20are%205.22%20billion%20unique,of%201.8%20percent%20per%20year. (accessed 9 April 2025).
  • Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011a). Gamification: Using game design elements in non-gaming contexts. Proceedings of the CHI 2011 (pp. 2425-2428). Vancouver, Canada: ACM.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011b). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference 2011 (pp. 9-15). New York, USA: ACM.
  • Dey, M., Studer, J., Schaub, M. P., Gmel, G., Ebert, D. D., Lee, J. Y. C., & Haug, S. (2019). Problematic smartphone use in young Swiss men: Its association with problematic substance use and risk factors derived from the pathway model. Journal of Behavioral Addictions, 8(2), 326–334. doi:10.1556/2006.8.2019.17
  • Dolan, B. (2011). Mobile, social, fun: Games for health. Retrieved from http://mobihealthnews.com/15031/mobile-social-fun-games-for-health/ (accessed 22 January 2024).
  • Dwyer, R. J., Kushlev, K., & Dunn, E. W. (2018). Smartphone use undermines enjoyment of face-to-face social interactions. Journal of Experimental Social Psychology, 78 (2018), 233–239. doi:10.1016/j.jesp.2017.10.007
  • Elhai, J. D., Levine, J. C., Dvorak, R. D., & Hall, B. J. (2016). Fear of missing out, need for touch, anxiety and depression are related to problematic smartphone use. Computers in Human Behavior, 63 (2016), 509–516. doi:10.1016/j.chb.2016.05.079
  • Feng, S., Mäntymäki, M., Dhir, A., & Salmela, H. (2021). How self-tracking and the quantified self promote health and well-being: Systematic review. Journal of Medical Internet Research, 23 (9), e25171 doi: 10.2196/25171.
  • Fu, S., Chen, X., & Zheng, H. (2021). Exploring an adverse impact of smartphone overuse on academic performance via health issues: A stimulus-organism-response perspective. Behaviour & Information Technology, 40 (7), 663–675. https://doi.org/10.1080/0144929X.2020.1716848
  • Gallarza, M. G., Arteaga, F., Del Chiappa, G., Gil-Saura, I., & Holbrook, M. B. (2017). A multidimensional service-value scale based on Holbrook’s typology of customer value: Bridging the gap between the concept and its measurement. Journal of Service Management, 28(4), 724–762. https://doi.org/10.1108/JOSM-06-2016-0166
  • Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation and Gaming, 33 (4), 441-467.
  • Gartner Research (2011). Gartner says by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. Paper presented at the Gartner Enterprise Architecture Summit, London, May 9, 2011.
  • Geng, Y.; Gu, J.; Wang, J., & Zhang, R. (2021). Smartphone addiction and depression, anxiety: The role of bedtime procrastination and self-control. Journal of Affective Disorders, 293 (2021), 415-421, ISSN 0165-0327, https://doi.org/10.1016/j.jad.2021.06.062.
  • Grant, J. E., Lust, K., & Chamberlain, S. R. (2019). Problematic smartphone use associated with greater alcohol consumption, mental health issues, poorer academic performance, and impulsivity. Journal of Behavioral Addictions, 8(2), 335–342. doi:10.1556/2006.8.2019.32
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Oyunlaştırılmış Uygulama Tasarım Sürecine İlişkin Uzman Görüşlerinin İncelenmesi: Yüz Yüze İlişki Motivasyonunun Sağlanması Örneği

Yıl 2025, Sayı: 18, 21 - 42, 30.06.2025
https://doi.org/10.55609/yenimedya.1614735

Öz

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.

Etik Beyan

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

Destekleyen Kurum

Yok.

Teşekkür

Çalışmaya katılan uzmanlara görüşleri için teşekkür ederim.

Kaynakça

  • 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.
  • 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
  • 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.
  • 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.
  • 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
  • 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).
  • 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
  • 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.
  • Braunstein, D. (2013). Gamification: An introduction to its potential. Retrieved from http://www.huffingtonpost.com/danya-braunstein/gamification-an-introduct_b_3167566.html (accessed 2 January 2024).
  • Caballini, C., Agostino, M., & Chiara, B.D. (2021). Physical mobility and virtual communication in Italy: Trends, analytical relationships and policies for the post COVID-19, Transport Policy, 110 (2021), 314-334. ISSN 0967-070X, https://doi.org/10.1016/j.tranpol.2021.06.007.
  • Cao, W., Li, X., Chen, Y., Jin, L., Guo, R., Song, N., Sun, S., & Ding, P. (2024). Boosting the intelligent development of electromagnetic shielding polymer composites by expert knowledge. Advanced Functional Materials, 35(1), 2406738. https://doi.org/10.1002/adfm.202406738
  • Cheever, N., Rosen, L., Carrier, L. M., & Chavez, A. (2014). Out of sight is not out of mind: The impact of restricting wireless mobile device use on anxiety levels among low, moderate and high users. Computers in Human Behavior, 37 (2014), 290–297. doi:10.1016/j.chb.2014.05.002
  • Chiu, S-I., Hong, F-Y., & Chiu, S-L. (2013). An analysis on the correlation and gender difference between college students´ Internet addiction and mobile phone addiction in Taiwan. International Scholarly Research Notices Addiction, 2013, Article 360607. http://dx.doi.org/10.1155/2013/360607
  • Chóliz, M. (2012). Mobile-phone addiction in adolescence: The test of mobile phone dependence (TMD). Progress in Health Sciences, 2 (1), 33-44.
  • Chou, Y. (2025). Gamification examples: The fully comprehensive list (2025). Retrieved from https://yukaichou.com/gamification-examples/#.WvItuFSpnyU (accessed 15 April 2025).
  • Cloke, H. (2023). 19 gamification trends for 2023-2025: Top stats, facts & examples. Retrieved from https://www.growthengineering.co.uk/19-gamification-trends-for-2022-2025-top-stats-facts-examples/ (accessed 7 April 2025).
  • Cowlishaw, R. (2025). 25+ gamification statistics you need to know in 2025. Retrieved from https://www.amplifai.com/blog/gamification-statistics#gamification-statistic-22 (accessed 9 April 2025).
  • Datareportal Research (2025). Digital around the world. Retrieved from https://datareportal.com/global-digital-overview#:~:text=There%20are%205.22%20billion%20unique,of%201.8%20percent%20per%20year. (accessed 9 April 2025).
  • Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011a). Gamification: Using game design elements in non-gaming contexts. Proceedings of the CHI 2011 (pp. 2425-2428). Vancouver, Canada: ACM.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011b). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference 2011 (pp. 9-15). New York, USA: ACM.
  • Dey, M., Studer, J., Schaub, M. P., Gmel, G., Ebert, D. D., Lee, J. Y. C., & Haug, S. (2019). Problematic smartphone use in young Swiss men: Its association with problematic substance use and risk factors derived from the pathway model. Journal of Behavioral Addictions, 8(2), 326–334. doi:10.1556/2006.8.2019.17
  • Dolan, B. (2011). Mobile, social, fun: Games for health. Retrieved from http://mobihealthnews.com/15031/mobile-social-fun-games-for-health/ (accessed 22 January 2024).
  • Dwyer, R. J., Kushlev, K., & Dunn, E. W. (2018). Smartphone use undermines enjoyment of face-to-face social interactions. Journal of Experimental Social Psychology, 78 (2018), 233–239. doi:10.1016/j.jesp.2017.10.007
  • Elhai, J. D., Levine, J. C., Dvorak, R. D., & Hall, B. J. (2016). Fear of missing out, need for touch, anxiety and depression are related to problematic smartphone use. Computers in Human Behavior, 63 (2016), 509–516. doi:10.1016/j.chb.2016.05.079
  • Feng, S., Mäntymäki, M., Dhir, A., & Salmela, H. (2021). How self-tracking and the quantified self promote health and well-being: Systematic review. Journal of Medical Internet Research, 23 (9), e25171 doi: 10.2196/25171.
  • Fu, S., Chen, X., & Zheng, H. (2021). Exploring an adverse impact of smartphone overuse on academic performance via health issues: A stimulus-organism-response perspective. Behaviour & Information Technology, 40 (7), 663–675. https://doi.org/10.1080/0144929X.2020.1716848
  • Gallarza, M. G., Arteaga, F., Del Chiappa, G., Gil-Saura, I., & Holbrook, M. B. (2017). A multidimensional service-value scale based on Holbrook’s typology of customer value: Bridging the gap between the concept and its measurement. Journal of Service Management, 28(4), 724–762. https://doi.org/10.1108/JOSM-06-2016-0166
  • Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation and Gaming, 33 (4), 441-467.
  • Gartner Research (2011). Gartner says by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. Paper presented at the Gartner Enterprise Architecture Summit, London, May 9, 2011.
  • Geng, Y.; Gu, J.; Wang, J., & Zhang, R. (2021). Smartphone addiction and depression, anxiety: The role of bedtime procrastination and self-control. Journal of Affective Disorders, 293 (2021), 415-421, ISSN 0165-0327, https://doi.org/10.1016/j.jad.2021.06.062.
  • Grant, J. E., Lust, K., & Chamberlain, S. R. (2019). Problematic smartphone use associated with greater alcohol consumption, mental health issues, poorer academic performance, and impulsivity. Journal of Behavioral Addictions, 8(2), 335–342. doi:10.1556/2006.8.2019.32
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? – A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences 2014, (pp. 3025-3034). Hawaii, USA: IEEE.
  • Ilhan, A. E., Sener, B., & Hacihabiboglu, H. (2022). Improving sleep-wake behaviors using mobile app gamification. Entertainment Computing, 40, 100454. https://doi.org/10.1016/j.entcom.2021.100454
  • Junco, R., & Cotten, S.R. (2012). No A 4 U: The relationship between multitasking and academic performance. Computers & Education, 59 (2), 505-514.
  • Kim, H., So, K. K. F., Shin, S., & Li, J. (2025). Artificial intelligence in hospitality and tourism: Insights from industry practices, research literature, and expert opinions. Journal of Hospitality & Tourism Research, 49(2), 366-385. https://doi.org/10.1177/10963480241229235 (Original work published 2025)
  • King, A. L., Valença, A. M., Silva, A. C., Baczynski, T., Carvalho, M. R., & Nardi, A. E. (2013). Nomophobia: Dependency on virtual environments or social phobia? Computers in Human Behavior, 29 (1), 140–144. doi:10.1016/j.chb.2012.07.025
  • Lachmann, B., Sindermann, C., Sariyska, R. Y., Luo, R., Melchers, M. C., Becker, B., Cooper, A. J., & Montag, C. (2018). The role of empathy and life satisfaction in Internet and smartphone use disorder. Frontiers in Psychology, 9. doi:10.3389/fpsyg.2018.00398
  • Lee, H., Park, S. J., Lee, G. R., Kim, J. E., Lee, J. H., Jung, Y., & Nam, E. W. (2020). The Relationship between the COVID-19 prevalence trend and transportation trend in South Korea. International Journal of Infectious Diseases, 96 (2020), 399–407. https://doi.org/10.1016/j.ijid.2020.05.031
  • Mahapatra, S. (2019). Smartphone addiction and associated consequences: Role of loneliness and self-regulation. Behaviour & Information Technology, 38 (8), 833–844. https://doi.org/10.1080/0144929X.2018.1560499
  • Marczewski, A. (2013). Gamification: A Simple Introduction & A Bit More (2nd ed.). Kindle edition.
  • McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin Press.
  • Newzoo International B.V. (2024). Newzoo’s Global Games Market Report 2024. Retrieved from https://newzoo.com/resources/trend-reports/newzoos-global-games-market-report-2024-free-version (accessed 13 November 2024).
  • Panova, T., & Carbonell, X. (2018). Is Smartphone addiction really an addiction? Journal of Behavioral Addictions, 7 (2), 252–259. https://doi.org/10.1556/2006.7.2018.49
  • Panova, T., & Lleras, A. (2016). Avoidance or boredom: Negative mental health outcomes associated with use of information and communication technologies depend on users’ motivations. Computers in Human Behavior, 58 (2016), 249–258. doi:10.1016/j. chb.2015.12.062
  • 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), 68–78.
  • Samaha, M. & Hawi, N.S. (2016). Relationships among smartphone addiction, stress, academic performance, and satisfaction with life. Computers in Human Behavior, 57 (2016), 321–325. https://doi.org/10.1016/j.chb.2015.12.045
  • Secchettin, E., Paiella, S., Azzolina, D., Casciani, F., Salvia, R., Malleo, G., & Gregori, D. (2025). Expert judgment supporting a bayesian network to model the survival of pancreatic cancer patients. Cancers, 17(2), 301. https://doi.org/10.3390/cancers17020301
  • Stanković, M., Nešić, M., Čičević, S., & Shi, Z. (2021). Association of smartphone use with depression, anxiety, sleep quality, and internet addiction. empirical evidence from a smartphone application. Personality and Individual Differences, 168 (2021), 110342. https://doi.org/10.1016/j.paid.2020.110342.
  • Turner, A. (2025). How Many Smartphones are in the World? (2025) Retrieved from https://www.bankmycell.com/blog/how-many-phones-are-in-the-world#sources (accessed 7 April 2025).
  • Udara, S.W.I. & De Alwis, A.K. (2019). Gamification for healthcare and well-being. Global Journal of Medical Research, 19 (4), 1-6.
  • Vassileva, J. (2012). Motivating participation in social computing applications: A user modeling perspective. User Modeling and User-Adapted Interaction, 22 (1), 177-201.
  • Vincente-Benito, I. & Ramírez-Durán, M.D.V. (2023). Influence of social media use on body image and well-being among adolescents and young adults: A systematic review. Journal of Psychosocial Nursing and Mental Health Services, 61 (12): 11-18. doi: 10.3928/02793695-20230524-02. Epub 2023 Jun 2. PMID: 37256748.
  • Werbach, K. (2012). Definition of gamification. Retrieved through Coursera from https://class.coursera.org/gamification-2012-001/lecture/index#close (accessed 25 February 2023).
  • Wijman, T. (2021). Newzoo’s 2021 Global Games Market Report. Retrieved from https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2021-free-version/ (accessed 13 November 2021).
  • Xi, N. & Hamari, J. (2019). Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction, International Journal of Information Management, 46 (2019), 210-221, https://doi.org/10.1016/j.ijinfomgt.2018.12.002.
  • Zichermann, G. (2011). Intrinsic and extrinsic motivation in gamification. Paper presented at the Gamification Summit, San Francisco, October 27, 2011.
Toplam 56 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular İletişim Çalışmaları, İnternet, Yeni Medya
Bölüm Araştırma Makaleleri
Yazarlar

Ezgi Ilhan 0000-0002-5016-0948

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