{
    "article_id": 1345,
    "public_id": "204e5f4c-820c-486c-8882-65f28eef4266",
    "internal_identifier": null,
    "source_identifier": "86:21",
    "status": "published",
    "type": "research_article",
    "title": "Oyunlaştırma Üzerine Yapılan Sosyal Bilimler Alanındaki Tezlerin Bibliyometrik Analizi",
    "title_secondary": null,
    "abstract": "İnsanlar arasında ilk iletişim yöntemlerinden biri olan oyun, her geçen gün gelişen teknolojiyle birlikte oyunlaştırma kavramının temellerini oluşturmuştur. Teknolojik cihazların yaygınlaşması ve belirli platformlardaki oyun süreçlerinin kolaylaşması ile oyunlaştırma kavramı önem kazanmaya başlamıştır. Oyunlaştırma sağlık, spor, finans, pazarlama alanlarının yanı sıra eğitim alanında da son yıllarda sıklıkla çalışılan bir araştırma konusudur. Bu çalışmada öncelikle oyunlaştırma kavram olarak açıklanmış, oyunlaştırma unsurları olan mekanikler, dinamikler ve bileşenler ile oyunlaştırma modelleri ele alınmıştır. Sonrasında, Yükseköğretim Kurulu Ulusal Tez Merkezi veritabanında kayıtlı olan, sosyal bilimler alanındaki oyunlaştırma konusundaki tezler, nitel araştırma tekniklerinden bibliyometrik analiz yöntemi ile tezler uygulama alanları, değişkenleri, yöntem ve sonuçları gibi belirlenen kriterlere göre derinlemesine incelenmiştir. Yapılan araştırma sonucunda elde edilen bulgular yorumlanmıştır.   ",
    "language": "tr",
    "english_title": "Bibliometric Analysis of Social Sciences Theses on Gamification",
    "english_abstract": "The game notion, as one of the first communication methods among people, has formed the basis of the concept of gamification with the developing technology. The concept of gamification has gained importance with the expansion of technological devices and the ease of game processes on certain platforms. Gamification is a research subject that has been studied frequently in recent years in the fields of health, sports, finance and marketing as well as education field. In this study, firstly gamification is explained as a concept and afterwards mechanics, dynamics and components of gamification and gamification models are discussed. Afterwards, theses about gamification in the field of social sciences, which are registered in the database of National Thesis Center of Higher Education Council, were examined in depth by bibliometric analysis method which is one of the qualitative research techniques according to their application areas, variables, methods and results. The findings of the research were interpreted",
    "doi": "10.36287/setsci.4.8.021",
    "doi_url": "https://doi.org/10.36287/setsci.4.8.021",
    "resource_url": "https://www.set-science.com/a/204e5f4c-820c-486c-8882-65f28eef4266",
    "pdf_url": "https://www.set-science.com/a/204e5f4c-820c-486c-8882-65f28eef4266/pdf",
    "og_image": "https://www.set-science.com/assets/img/og-card-v2.png",
    "authors": [
        {
            "public_id": "7b9ebb2d-84c3-4988-8440-c64c103a50c2",
            "given": "Batuhan",
            "family": "Köse",
            "full": "Batuhan Köse",
            "literal": null,
            "orcid": null,
            "orcid_url": null,
            "email": "batuhankose@outlook.com",
            "corresponding": true,
            "sequence": "first",
            "affiliations": [
                {
                    "name": "Ondokuz Mayıs University",
                    "department": null,
                    "country": null,
                    "country_code": null,
                    "ror": null,
                    "ror_url": null
                }
            ]
        },
        {
            "public_id": "34186590-226d-4f34-9370-990d380282c7",
            "given": "Zuhal",
            "family": "Çilingir Ük",
            "full": "Zuhal Çilingir Ük",
            "literal": null,
            "orcid": null,
            "orcid_url": null,
            "email": "batuhankose@outlook.com",
            "corresponding": false,
            "sequence": "additional",
            "affiliations": [
                {
                    "name": "Ondokuz Mayıs University",
                    "department": null,
                    "country": null,
                    "country_code": null,
                    "ror": null,
                    "ror_url": null
                }
            ]
        }
    ],
    "keywords": [],
    "translations": [
        {
            "language": "en",
            "title": "Bibliometric Analysis of Social Sciences Theses on Gamification",
            "abstract": "The game notion, as one of the first communication methods among people, has formed the basis of the concept of gamification with the developing technology. The concept of gamification has gained importance with the expansion of technological devices and the ease of game processes on certain platforms. Gamification is a research subject that has been studied frequently in recent years in the fields of health, sports, finance and marketing as well as education field. In this study, firstly gamification is explained as a concept and afterwards mechanics, dynamics and components of gamification and gamification models are discussed. Afterwards, theses about gamification in the field of social sciences, which are registered in the database of National Thesis Center of Higher Education Council, were examined in depth by bibliometric analysis method which is one of the qualitative research techniques according to their application areas, variables, methods and results. The findings of the research were interpreted",
            "keywords": [
                "Oyunlaştırma, Oyunlaştırma Unsurları, Sosyal Bilimler, Lisansüstü Tez, Bibliyometrik Analiz"
            ]
        }
    ],
    "subjects": [],
    "subject_names": [],
    "published_date": "2019-12-23",
    "published_year": "2019",
    "received_date": null,
    "accepted_date": null,
    "volume": "11",
    "issue": null,
    "page_first": "119",
    "page_last": "129",
    "article_number": null,
    "conference": {
        "short_name": "ISAS WINTER-2019 (SHS)",
        "full_title": "4th International Symposium on Innovative Approaches in Social, Human and Administrative Sciences",
        "name": "4th International Symposium on Innovative Approaches in Social, Human and Administrative Sciences",
        "acronym": "ISAS WINTER-2019 (SHS)",
        "location": "Samsun, Türkiye",
        "start_date": "2019-11-22",
        "end_date": null,
        "public_id": "73307755-0f4d-4992-a1c3-d225b24f9d10"
    },
    "proceedings": {
        "title": "4th International Symposium on Innovative Approaches in Social, Human and Administrative Sciences",
        "series_title": "SETSCI Conference Proceedings",
        "publisher": "SET Technology",
        "isbn": "978-605-69925-0-6",
        "eisbn": null,
        "issn": null,
        "eissn": "2687-5527",
        "doi": null,
        "doi_prefix": "10.36287",
        "slug": "setsci-volume-11-2019-legacy-86",
        "public_id": "c7eface9-586c-439b-b400-37065e23904e",
        "url": "https://www.set-science.com/p/setsci-volume-11-2019-legacy-86"
    },
    "license": {
        "name": "CC BY 4.0",
        "url": "https://creativecommons.org/licenses/by/4.0/",
        "code": "CC-BY-4.0",
        "open_access": true
    },
    "copyright": {
        "holder": "SET Technology",
        "year": "2019"
    },
    "funding_statement": null,
    "funders": [],
    "references": [
        {
            "order": 1,
            "raw": "Güler, E. (2015). Mobil Sağlık Hizmetlerinde Oyunlaştırma. Açıköğretim Uygulamaları ve Araştırmaları Dergisi, Cilt. 1, Sayı. 2, (82-101).",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 2,
            "raw": "Huizinga, J. (2017). Homo Ludens: Oyunun Toplumsal İşlevi Üzerine Bir Deneme. İstanbul: Ayrıntı.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 3,
            "raw": "Bitirim Okmeydan, S. (2018). Pazarlama \"Oyun\"a Geldi: Pazarlamada Oyunlaştırma Yaklaşımı ve Örnekleri.  International Jurnali of Social Humanities & Sciences Research (JSHSR), Cilt 5, Sayı 14.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 4,
            "raw": "Altuntaş, B. ve Karaaslan, H. M. (2016). Türkiye’deki Seçilmiş Pazarlama Vakalarının Oyunlaştırma Kavramı Çerçevesinde İncelenmesi. Mehmet Akif Ersoy Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, Cilt 8, Sayı 17, (433-447).",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 5,
            "raw": "Deterding, S., vd. (2011). Gamification. Using Game-Design Elements In Non-Gaming Contexts. In PART 2-Proceedings Of The Annual Conference Extended Abstracts On Human Factors İn Computing Systems. (2425-2428). ACM.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 6,
            "raw": "Sarıtaş, T. ve Yıldız, Ö. (2015). Eğitimde Oyunlaştırma (Gamifıcation) ve Ters-Yüz Sınıflar.  XVII. Akademik Bilişim Konferansı AB 4-6 Şubat, Anadolu Üniversitesi, Eskişehir.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 7,
            "raw": "Yıldırım, İ. ve Demir, S. (2014). Gamification and Education: Oyunlaştırma ve Eğitim. International Journal of Human Sciences, Cilt 11, Sayı 1, (655-670).",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 8,
            "raw": "Karataş, E. (2014). Eğitimde Oyunlaştırma: Araştırma Eğilimleri. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi, Cilt 15, Sayı 2, (315-333).",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 9,
            "raw": "Arkün Kocadere, S. ve Samur, Y. (2016). Oyundan Oyunlaştırmaya. İşman, A., Odabaşı, H. F., ve Akkoyunlu B.(Ed.). Eğitim Teknolojileri Okumaları. (398-415).",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 10,
            "raw": "Doğanay, D. S. (2012). Sağlık Sektörü ve Oyunlaştırma (Gamification) Trendleri. sosyalmedya.co: http://sosyalmedya.co/saglik-sektoru-ve-oyunlastirma/",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 11,
            "raw": "Bozkurt, A. ve Kumtepe, E. G. (2014). Oyunlaştırma, Oyun Felsefesi ve Eğitim: Gamification. Akademik Bilişim. Mersin Üniversitesi, Mersin. Cilt 5, Sayı 7.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 12,
            "raw": "Çağlar, Ş. ve Kocadere, S. (2015). Çevrimiçi Öğrenme Ortamlarında Oyunlaştırma. Eğitim Bilimleri ve Uygulama, 14(27), 83-102.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 13,
            "raw": "Deterding, S. D. (2011). From Game Design Elements to Gamefulness: Defining Gamification. ACM.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 14,
            "raw": "Sezgin, S. (2016). Eğitimde Oyunlaştırma Üzerine Sistematik Bir Bakış. VIII. Uluslararası Eğitim Araştırmaları Kongresi. Çanakkale Onsekiz Mart Üniversitesi. 5-8 Mayıs. Çanakkale.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 15,
            "raw": "Hamari, J. ve Koivisto, J. (2013). Social Motivations to Use Gamification: An Empirical Study of Gamifying Exercise. In 3031 Proceedings of the European Conference on Information Systems, June 5-8, Utrecht, The Netherlands.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 16,
            "raw": "Kapp, K. M. (2012). The Gamification Of Learning and Instruction. Pfeiffer.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 17,
            "raw": "Zichermann G. ve Cunningham C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 18,
            "raw": "Deterding, S. (2012). Gamification: Designing for Motivation Interactions, 19(4), (14-17).",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 19,
            "raw": "Huizinga, J. (1955). Homo Ludens: A Study of the Play Element in Culture. Boston: The Beacon Press.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 20,
            "raw": "Bozkurt, A. (2014). Homo Ludens: Dijital Oyunlar ve Eğitim. Eğitim Teknolojileri Araştırmaları Dergisi, 5(1).",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 21,
            "raw": "Werbach, K., ve Hunter, D. (2012). For The Win: How Game Thinking Can Revolutionize Your Business: Wharton Digital Press.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 22,
            "raw": "Werbach, K. Ve Hunter, D. (2015). The Gamification Toolkit: Dynamics, Mechanics and Components For The Win. Philadelphia, PA: Wharton Digital Press.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 23,
            "raw": "Kapp, K. M., Blair, L., ve Mesch, R. (2014). The Gamification Of Learning and İnstruction Fieldbook: Ideas İnto Practice. San Francisco, CA: Wiley.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 24,
            "raw": "Güler, C. ve Güler, E. (2015). Çevrimiçi Öğrenme Ortamlarında Oyunlaştırma: Rozet Kullanımı. Eğitim ve Öğretim Araştırmaları Dergisi, Cilt 4, Sayı 3, (125-130).",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 25,
            "raw": "Deterding, S. D. (2013). From Game Design Elements to Gamefulness: Defining “Gamification MindTrek ‟11 Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, (9-15).",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 26,
            "raw": "Erümit S. F. ve Karakuş, T. (2015). Eğitim Ortamlarında Yeni Bir Yaklaşım: Oyunlaştırma. Buket Akkoyunlu, Aytekin İşman ve Ferhan Odabaşı (Ed.). Eğitim Teknolojileri Okumaları 2015. (395-414). TOJET - Sakarya Üniversitesi.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 27,
            "raw": "Yılmaz, E. A., (2015). Oyunlaştırma (1. Baskı ed.). Abaküs Kitap Yayın Dağıtım. İstanbul.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 28,
            "raw": "Bartle, R. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. In: Journal of MUD Research 1(1), 1996.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 29,
            "raw": "Burke, B. (2014). Gamify: How Gamification Motivates People to Do Extra ordinary Things. Brookline MA: Gartner Inc.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 30,
            "raw": "Marache-Francisco C., ve Brangier E. (2013) “Process Of Gamification. From The Consideration Of Gamification To İts Practical İmplementation.” CENTRIC 2013, The Sixth.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 31,
            "raw": "Chou, Y. K. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Fremont, CA, USA: Octalysis Media.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 32,
            "raw": "Chou, Y. (2015). Octalysis, Complete Gamification Framework, Blog Post. (25 Ekim 2019 tarihinde erişilmiştir.)http://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 33,
            "raw": "Economou, D., Doumanis, I., Pedersen, F., Kathrani, P., Mentzelopoulos, M., ve Bouki, V. (2015). Evaluation of a dynamic role-playing platform for simulations based on Octalysis gamification framework. In Intelligent Environments (Workshops). (388-395).",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 34,
            "raw": "Cohen, A. M. (2011). The Gamification Of Education. The Futurist, 45(5), 16.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 35,
            "raw": "Xu, Y. (2011). Literature Review on Web Application Gamication and Analytics. CSDL Technical Report, Cilt 11, Sayı 5.",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 36,
            "raw": "Hamari, J. ve Koivisto, J. (2015). Why Do People Use Gamification Services? International Journal of Information Management, Cilt 35, Sayı 4, (419-431).",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        },
        {
            "order": 37,
            "raw": "Gökkaya, Z. (2014). Yetişkin Eğitiminde Yeni Bir Yaklaşım: Oyunlaştırma. Hasan Ali Yücel Eğitim Fakültesi Dergisi, Cilt. 11-1, Sayı. 21, (71-84).",
            "doi": null,
            "title": null,
            "authors": null,
            "source": null,
            "year": null,
            "volume": null,
            "pages": null
        }
    ],
    "statements": {
        "acknowledgements": null,
        "conflict_of_interest": null,
        "data_availability": null,
        "ai_disclosure": null
    },
    "credit": [],
    "history": {
        "published": "2019-12-23"
    }
}