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Kamu Yönetiminde Ciddi Oyunlar ve Oyunlaştırma Uygulamaları: Değerlendirme ve Öneriler

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Yüksek Lisans Tezi (1.589Mb)
Date
2021
Author
Begen, Mustafa
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Abstract
The development of information and communication technologies has created new dimensions within the phenomenon of games: “gamification” and “serious games”. Gamification is defined as "the use of game elements in non-game contexts". "Serious games" however, is a different concept often mistakenly used instead of gamification. Gamification, which spreads to almost every area of life especially in various business areas and social interactions, has become more important with the growing game industry, emergence of power and value, the realization of its effect on human motivation. “Gamification”, has recently been discussed more in academic studies than in the past, such as studies conducted mainly in the fields of educational sciences and business/trade in limited way. However, it is largely ignored in public administration. Moreover, the size of the gaming market and successful gamification practices in the private sector clearly show that public administration should not remain indifferent to this area. In this study, whether gamification can be used effectively in the determination and implementation of public policies and bring solutions to problematic areas. In this context, the use of gamification to achieve public purposes and the extent to which gamification can affect the production and provision of public services are discussed with the help of various of examples. Interviews were conducted with people in staff and managerial positions from the private and public sector, and academicians. The areas, gamification can be used in the public administration, were determined, examples of good practices were given, and its benefits, drawbacks and risks were tried to be revealed. It has been tried to determine how gamification will affect motivation and participation. In addition, it was tried to present ethical concerns, screen addiction, which constitutes the "dark side" of gamification, and the struggle against bad purposes were discussed and solutions were offered for these issues.
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http://hdl.handle.net/11655/23458
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  • Siyaset Bilimi ve Kamu Yönetimi Bölümü Tez Koleksiyonu [193]
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Begen, M. (2021). Kamu Yönetiminde Ciddi Oyunlar ve Oyunlaştırma Uygulamaları: Değerlendirme ve Öneriler. Hacettepe Üniversitesi Sosyal Bilimler Enstitüsü Yüksek Lisans Tezi, Ankara.
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