Page 42 - Azerbaijan State University of Economics
P. 42

THE                      JOURNAL OF ECONOMIC SCIENCES: THEORY AND PRACTICE, V.81, # 1, 2024, pp. 40-50


                       •  RQ 1: What are the definitions of gamification?
                       •  RQ 2: What does the concept of gamification cover?

                    For each of the research questions, a separate literature review was conducted and
                    systematically  examined.  In  this  direction,  scans  were  made  in  accordance  with
                    historical developments. In the process of analysis and evaluation, the main goal was
                    to present a comprehensive study on the definition and concept of gamification. For
                    this reason, the study is exploratory research and will make important contributions
                    to the creation of the theoretical foundations of subsequent studies.

                    LITERATURE REVIEW AND ANALYSIS
                    Definitions of Gamification
                    Practitioners  of  the  concept  of  gamification  and  authors  of  academic  literature
                    (Herbig, 1991; McAfee and McMillan, 1996; Vargo and Lusch, 2008; Lusch et al.,
                    2007; Terlutter and Capella, 2013) have provided various definitions of gamification.

                    The term gamification has been around in the academic literature since at least van
                    Benthem's  (2002)  discussion  of  logic  games.  van  Benthem  (2002:  2)  says:  “In
                    principle, any logical task can be 'gamified'”. Van Benthem used this term to mean
                    the presentation or transformation of a non-game task into a game, and this term is
                    still a definition that the common man can understand today (Landers, 2014).

                    Bunchball (2010) defined gamification as “the process of integrating game features
                    into business websites to engage and bond with customers”.

                    Deterding et al. (2011a, 2011b) made a definition of voting based on the studies of
                    practitioners,  academics,  and  others  to  date.  Deterding  et  al  (2011a)  defined
                    gamification  as  “the  use  of  game  features  in  non-game  contexts”.  Gamification,
                    which has rapidly emerged as one of the most popular persuasive technologies widely
                    used to promote positive change since Deterding et al.'s (2011) definition, affects user
                    behavior  by  incorporating  game-like  elements  into  non-game  contexts.  The  most
                    frequently  achieved  effect  with  gamification  is  an  improvement  in  the  user's
                    engagement and intrinsic motivation towards the development of certain actions that
                    are often considered boring or uninteresting (Trinidad, Ruiz, and Calderon, 2021).

                    According to Zichermann and Cunningham (2011), gamification is “the application
                    of game principles and game design elements (i.e., game mechanics and dynamics) in
                    non-game contexts to encourage problem solving and encourage desired behaviors”.
                    Werbach,  Hunter,  and  Dixon  (2012)  defined  gamification  as  “the  use  of  game
                    elements and game design techniques in non-game contexts”.


                                                           42
   37   38   39   40   41   42   43   44   45   46   47