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



                    CONCLUSION
                    From the perspective of information interfaces, Deterding et al. (2011a) believe that the
                    term  “gamification”  appeared  in  the  digital  media  industry  in  2008  and  became
                    widespread in 2010. They define gamification as “the use of game design elements in
                    non-game contexts” and separate the concept from playfulness. Thus, instead of design
                    for  fun  interaction  or  play,  the  authors  refer  to  complex  terms  such  as  game,  game
                    interaction,  and  game  design.  Therefore,  business  practices  may  prefer  to  frame
                    gamification in terms of playful interaction rather than playful interaction (Conaway and
                    Garay, 2014).

                    Goehle (2013) distinguishes gamification from video games in an educational context,
                    and Cohen (2011) argues that online social games may soon replace  textbooks in
                    schools. These educational trends can prepare employers to incorporate gamification
                    into their business processes.

                    Gamification is responsible for developing and applying new features to traditional
                    business applications. These new features can include ease of use, attractive design,
                    points, leader boards, and rewards (Wang, 2011). Games play an important role in
                    reducing  perceived  barriers  such  as  the  difficulty  of  human  relationships  with
                    computers,  the  lack  of  usability  and  security,  and  the  ease  of  use  of  computer
                    applications (Yoon, 2009).

                    The  term  gamification  and  the  concept  of  gamification  as  a  new  approach  are
                    increasing  both  in  practice  and  in  academic  literature.  Although  the  definition
                    proposed by Deterding et al. (2011a, b) is the most accepted definition of gamification,
                    the  continued  development  of  the  field  of  gamification  causes  new  definitions  to
                    emerge. Gamification, which is spreading more rapidly, especially in business and
                    marketing applications, is expanding its use as one of the innovative strategies in the
                    field of marketing, including customer relationship management.

                    REFERENCES

                    Buckley, P., & Doyle, E. (2017). Individualising gamification. An investigation of the
                           impact of learning styles and personality traits on the efficacy of gamification
                           using  a  prediction  market.  Computers  &  Education,  106,  43–55.
                           https://doi.org/10.1016/j.compedu.2016.11.009







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