Page 43 - Azerbaijan State University of Economics
P. 43

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



                    Huotari and Hamari (2012) and Deterding et al. (2011a), in contrast, did not think of
                    gamification as a full-fledged game, but instead suggested that the focus should be on
                    the user experience, regardless of the final product. Therefore, Huotari and Hamari
                    (2012)  defined  gamification  as  “the  process  of developing  a  service  for  gamified
                    experiences to support the total value creation of users”.

                    Domínguez et al. (2013) defined gamification as “incorporating game elements into
                    a  non-game  software  application  to  enhance  user  experience  and  engagement”.
                    Burke (2014) defines gamification as “the use of game mechanics and experience
                    design to digitally engage and motivate people to achieve their goals”.

                    JD Supra Buzz's business consultant has developed a glossary where he defines the
                    term gamification as “a business strategy that applies game design techniques to non-
                    game experiences to drive user behavior” (Pierce, 2014). The Wall Street Journal
                    identified the most important disruptive technology trends in 2014 (Burris, 2014) and
                    defined  gamification  as  “a  challenging,  fast-moving  trend  of  using  advanced
                    simulations and skill-based learning systems to provide a self-identifying, interactive,
                    game-like, and competitive, immersive user  experience”.  Werbach (2014) defined
                    gamification as “the process of integrating game features into business websites and
                    making business activities more gamified to engage and bond with customers”.

                    Gamification has tried to be defined both theoretically and practically. Gamification
                    refers to service design that aims to provide users with game-like experiences, usually
                    with the ultimate goal of influencing user behavior (Huotari and Hamari, 2012). In
                    another approach, gamification can also be defined as a tool used to solve problems
                    or achieve organizational goals (Buckley and Doyle, 2017).

                    Definitions of Gamification
                    Five years after the definition of gamification research by Deterding et al. (2011),
                    Vermeulen  et  al.  (2015)  began  to  discuss  the  maturation  of  gamification  as  an
                    academic research object.
                    According to Seaborn and Fels (2015), gamification is used to define two concepts:

                       1)  Creation or use of a game in any non-entertainment contexts and/or purposes;
                       2)  Turning an existing system into a game.
                       3)
                    Current research considers gamification as a service or process that can take place in
                    three  or  more  consecutive  stages  (Hamari,  Koivisto,  and  Sarsa,  2014;  Helmefalk,
                    2019):



                                                           43
   38   39   40   41   42   43   44   45   46   47   48