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Bahman Huseynli, Aypar Uslu: A Qualitative Study on the Definition And Concept of Gamification



                    INTRODUCTION
                    In  recent  years,  gamification,  which  has  emerged  as  a  trend  in  the  business  and
                    marketing  sectors,  has  attracted  the  attention  of  academics,  educators,  and
                    practitioners from various fields. When the literature is examined, it is evident that
                    there  are  many  definitions  related  to  gamification.  Gamification,  as  a  research
                    discipline, is growing rapidly.
                    Gamification is maturing from basic questions like "what" and "why is it gamified" to
                    more  mature  questions  like  "how"  and  "when  to  gamify".  However,  proving
                    gamification effects still faces empirical and theoretical challenges. In this context, it
                    is important to define gamification, generalize the concept of gamification, and reveal
                    the benefits of gamification.

                    Gamification stands out from educational learning games and online games today
                    because such activities are not related to commercial organizations and businesses that
                    serve  stakeholders.  The  gamification  process  is  different  from  sales  retention
                    programs in marketing, which are designed to create brand loyalty in customers. These
                    types  of  frequency  or  continuity  programs  focus  on  customer  behavior.  Instead,
                    gamification  encompasses  the  total  customer  experience,  including  internal
                    experiences  and  motivations,  integrated  throughout  the  service  marketing  process
                    (Conaway and Garay, 2014).

                    The  main  goals  of  using  gamification  applications  in  marketing  are  to  increase
                    participation,  loyalty,  brand  awareness,  motivation,  and  ownership  (Pavlus,  2010;
                    Witt, Scheiner and Robra-Bissantz, 2011). For this reason, businesses are now using
                    gamification elements on both web-based and mobile-based platforms. The impact of
                    the technological capacity of gamification environments should be designed with a
                    large amount of information in accordance with consumer needs to make easy and
                    quick decisions and should be connected to simple interfaces (Hofacker et al., 2016).

                    According  to  Landers  (2014),  in  gamification  studies,  it  should  be  the  goal  of
                    researchers  to  adopt  and  test  these  qualities  individually  and  in  meaningful
                    combinations, paying clear attention to the selected qualities.

                    METHODOLOGY
                    The main purpose of this study is to systematically compile theoretical information
                    about the definition and concept of gamification. In this context, qualitative research,
                    a literature review, and systematic approach methods were used. Within the scope of
                    the study, two basic questions were investigated:




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