A case study on the design process of gamification practices for businesses and workplace gamification sector in Turkey
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Abstract (EN)
Businesses use various tools to solve different problems experienced in different business functions. The use of gamification as a tool for solving motivation-based problems is sometimes preferred by businesses. Businesses can take workplace gamification as a service in the problems they experience. In the context of understanding the workplace gamification tool, it is important to understand what workplace gamification is, how it is designed and what kind of process it is, and the gamification service sector in Turkey, which can be considered young. In this study, it is aimed to consider gamification design for businesses as a process and to examine in depth the process and design content of gamification applications offered as a service in the workplace gamification sector in Turkey, from the perspective of design experts. In the study, a case study was carried out under the qualitative research method. The data were obtained from the seven-person study group as a result of the interviews made using the semi-structured interview technique. The data obtained as a result of the interviews were evaluated with content analysis. In the findings obtained as a result of the analysis, it was seen that the methods used in the design processes of corporate gamification applications were in harmony with the literature, but the designers enriched the methods accepted in the literature with their own approaches. In the workplace gamification process, it was determined that the design experts completed the design in three stages. These stages, which are determined as analysis, implementation and sustainability, are based on the statements of design experts. As a result of the concepts examined under these stages, the connections between the findings on workplace gamification design were found and a process diagram was developed showing these connections. In addition, as a result of the evaluation of the workplace gamification sector from the perspective of design experts, findings related to sector dynamics and sector awareness were obtained. This study, which deals with the design process of corporate gamification applications from the perspective of design experts, is expected to contribute to the literature by forming a basis for future studies with the results it has revealed and to be useful for sector practitioners to understand the concept of workplace gamification.
Author
Nilsu Ece
Institution
How to Cite
Nilsu Ece (Master Thesis). A case study on the design process of gamification practices for businesses and workplace gamification sector in Turkey, 2022, Akdeniz University.
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