Yıl: 2020 Cilt: 19 Sayı: 1 Sayfa Aralığı: 270 - 287 Metin Dili: Türkçe İndeks Tarihi: 14-12-2020

Oyunlaştırma Özelliklerinin Marka Sadakati Üzerine Etkisi

Öz:
Oyunlaştırma eğitim, işletme yönetimi, pazarlama, halkla ilişkiler, sağlık, sürdürülebilirlik, bilgisayar bilimleri ve turizm alanlarında son dönemdeortaya çıkan bir araştırma konusudur. Oyunlaştırma uygulamaları marka yönetimi bağlamında, özellikle marka sadakati bağlamında araştırmalarakonu olmuştur. Ancak, yazında oyunlaştırma ve marka sadakati arasındaki ilişki eksiktir. Bu çalışmada, oyunlaştırma özellikleri ve marka bağlılığınayatkınlık incelenerek ilişki aydınlatılmaya çalışılmıştır. Araştırma modelinde bu ilişkiyi test etmek için 376 üniversite öğrencisinin tutumsal algılarıyapısal eşitlik modellemesi kullanılarak araştırılmıştır. Sonuçlar, tüm oyunlaştırma özelliklerinin marka sadakati üzerinde etkisi olmadığını, yalnızcabir tanesinin etkili olduğunu göstermektedir. Marka yöneticileri, istatistiksel olarak anlamlı olmayan oyunlaştırma özellikleri ve marka sadakatiilişkisinden ve aynı zamanda anlamlı bulunan ilişkilerden faydalanabilir. Bu çalışmanın bulguları, oyunlaştırma ve marka sadakati arasındaki kayıpbağlantıyı araştıran gelecekteki çalışmalara yol göstermektedir.
Anahtar Kelime:

The effect of progesterone use in the first trimester on fetal nuchal translucency

Öz:
Objective: To evaluate the possible association between progesterone use in the first trimester of pregnancy and fetal nuchal translucency (NT).Material and Methods: This is an observational case-control study, which was conducted with patients who underwent nuchal scans between March 2015 and February 2016 and consequently delivered live and healthy babies. The study group was composed of assisted reproductive technology pregnancies and used intravaginal progesterone 180 mg/day until gestational week 12. The control group comprised pregnant women who became pregnant spontaneously without using any progesterone preparation in the first trimester.Results: One hundred sixty-four (57.5%) of 285 patients were in the control group and 121 (42.5%) were in the progesterone group. Age, bodyweight, gravidity, and parity number of previous births and abortus, gestational week, crown-rump lengths, free β-human chorionic gonadotropin, pregnancy-associated plasma protein A, and NT values of the progesterone and control groups were recorded and we investigated whether there was a statistically significant difference between the two groups in terms of these parameters; maternal weight was found to be higher in the progesterone group than in the control group and the difference between the groups was statistically significant (p=0.019 and p=0.025). Whether the difference in NT was caused by the effect of maternal weight was investigated using the covariance analysis test and maternal weight was not found to be statistically significant in the model (p=0.284).Conclusion: Fetal NT was increased in the progesterone group compared with the untreated group in healthy pregnancies. (J Turk Ger Gynecol Assoc 2018; 19: 29-33)
Anahtar Kelime:

Gamification Characteristics' Effects On Brand Loyalty

Öz:
Gamification is a research subject emerging in the areas of education, business management, marketing, public relations, health, sustainability, computer science, and tourism. Gamification practices are researched within brand management context, especially in brand loyalty context. However, literature is missing the link between gamification and brand loyalty. In this study, gamification characteristics and proneness to brand loyalty are researched to enlighten the relationship. To test this relationship in the research model, attitudinal perceptions of a sample of 376 university students are researched using structural equation modeling. Results suggest that not all gamification characteristics effects brand loyalty, but only one. Brand managers can benefit from the statistically significant gamification characteristics and brand loyalty relationship, as well as not significant relationships. The findings of this study can permit future studies researching the link between gamification and brand loyalty.
Anahtar Kelime:

Belge Türü: Makale Makale Türü: Araştırma Makalesi Erişim Türü: Erişime Açık
  • 1. Wald NJ, Hackshaw AK. Combining Ultrasound and Biochemistry in First‐Trimester Screening for Down's syndrome. Prenat Diagn 1997; 17: 821-9.
  • Baldinger, A. L., & Rubinson, J. (1996). Brand loyalty: the link between attitude and behavior. Journal of advertising research, 36(6), 22-35.
  • 2. Spencer K, Spencer CE, Power M, Moakes A, Nicolaides KH. One stop clinic for assessment of risk for fetal anomalies: a report of the first year of prospective screening for chromosomal anomalies in the first trimester. BJOG 2000; 107: 1271-5.
  • Berger, A., Schlager, T., Sprott, D. E., & Herrmann, A. (2017). Gamified interactions: whether, when, and how games facilitate self–brand connections. Journal of the Academy of Marketing Science, 1-22.
  • 3. Spencer K, Spencer CE, Power M, Dawson C, Nicolaides KH. Screening for chromosomal abnormalities in the first trimester using ultrasound and maternal serum biochemistry in a one‐stop clinic: a review of three years’ prospective experience. BJOG 2003; 110: 281-6.
  • Bogost, I. (2013). Exploitationware. In Rhetoric/composition/play through video games (pp. 139-147): Springer.
  • 4. Kagan KO, Wright D, Baker A, Sahota D, Nicolaides KH. Screening for trisomy 21 by maternal age, fetal nuchal translucency thickness, free beta‐human chorionic gonadotropin and pregnancy‐associated plasma protein‐A. Ultrasound Obstet Gynecol 2008; 31: 618-24.
  • Chou, Y.-K. (2013). Octalysis: Complete gamification framework. Yu-Kai Chou & Gamification.
  • 5. Von Kaisenberg CS, Gasiorek-Wiens A, Bielicki M, Bahlmann F, Meyberg H, Kossakiewicz A. et al. Screening for trisomy 21 by maternal age, fetal nuchal translucency and maternal serum biochemistry at 11-14 weeks: a German multicenter study. J Matern-Fetal Neonatal Med 2002; 12: 89-94.
  • Chou, Y.-k. (2015). Actionable gamification: Beyond points, badges, and leaderboards: Octalysis Group.
  • 6. Giorlandino C, Cignini P, Padula F, Giannarelli D, d'Emidio L, Aloisi A, et al. Effects of exogenous progesterone on fetal nuchal translucency: an observational prospective study. Am J Obstet Gynecol 2015; 212: 335.
  • Çeltek, E. (2010). Mobile advergames in tourism marketing. Journal of Vacation Marketing, 16(4), 267-281.
  • 7. Wilson RD, Poon LC, Ghidini A. Current controversies in prenatal diagnosis 3: is there still a value in a nuchal translucency screening ultrasound in conjunction with maternal plasma non‐invasive cell‐free DNA testing? Prenatal Diagnosis 2016; 36: 20-4.
  • da Silva Brito, R., Contreras Pinochet, L. H., Luiz Lopes, E., & de Oliveira, M. A. (2018). Development of a gamification characteristics measurement scale for mobile application users. Internext: Revista Electrônica de Negócios Internacionais da ESPM, 13(1).
  • 8. Baer RJ, Currier RJ, Norton ME, Flessel MC, Goldman S, Towner D, et al. Obstetric, perinatal, and fetal outcomes in pregnancies with false-positive integrated screening results. Obstet Gynecol 2014; 123: 603-9.J Turk Ger Gynecol Assoc 2018; 19: 29-33Namlı Kalem et al.Progesterone and nuchal translucency32
  • Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in nongaming contexts. Paper presented at the CHI'11 extended abstracts on human factors in computing systems.
  • 9. Spaggiari E, Czerkiewicz I, Sault C, Dreux S, Galland A, Salomon LJ, et al. Impact of Including or Removing Nuchal Translucency Measurement on the Detection and False-Positive Rates of First-Trimester Down Syndrome Screening. Fetal Diagn Ther 2016; 40: 214-8.
  • Dick, A. S., & Basu, K. (1994). Customer loyalty: toward an integrated conceptual framework. Journal of the Academy of Marketing Science, 22(2), 99-113.
  • 10. Czyzyk A, Podfigurna A, Genazzani AR, Meczekalski B. The role of progesterone therapy in early pregnancy: from physiological role to therapeutic utility. Gynecol Endocrinol 2017; 33: 421-4.
  • Dietz, W. H., & Gortmaker, S. L. (1985). Do we fatten our children at the television set? Obesity and television viewing in children and adolescents. Pediatrics, 75(5), 807-812.
  • 11. Costantino M, Guaraldi C, Costantino D. Resolution of subchorionic hematoma and symptoms of threatened miscarriage using vaginal alpha lipoic acid or progesterone: clinical evidences. Eur Rev Med Pharmacol Sci 2016; 20: 1656-63.
  • Dubois, D. J., & Tamburrelli, G. (2013). Understanding gamification mechanisms for software development. Paper presented at the Proceedings of the 2013 9th Joint Meeting on Foundations of Software Engineering.
  • 12. Kandavel V, Quenby S. Early Pregnancy Support: Evidence-Based Management. Clinical Management of Pregnancies following ART. Springer International Publishing; 2017. p. 101-15.
  • Edery, D., & Mollick, E. (2008). Changing the game: How video games are transforming the future of business: Ft Press.
  • 13. Proctor A, Hurst BS, Marshburn PB, Matthews ML. Effect of progesterone supplementation in early pregnancy on the pregnancy outcome after in vitro fertilization. Fertil Steril 2006; 85: 1550-2.
  • Fogg, B. J. (2009). A behavior model for persuasive design. Paper presented at the Proceedings of the 4th international Conference on Persuasive Technology.
  • 14. Serra V, Bellver J, Garrido N. Doubtful association between progesterone therapy and fetal nuchal translucency. AJOG 2015; 3: 437.
  • Fontijn, W., & Hoonhout, J. (2007). Functional fun with tangible user interfaces. Paper presented at the 2007 First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07).
  • 15. Lanes A, Huang T, Sprague AE, Leader A, Potter B, Walker M. Maternal serum screening markers and nuchal translucency measurements in in vitro fertilization pregnancies: a systematic review. Fertil Steril 2016; 106: 1463-9.
  • Fournier, S. (1998). Consumers and their brands: Developing relationship theory in consumer research. Journal of consumer research, 24(4), 343-373.
  • 16. Amor DJ, Xu JX, Halliday JL, Francis I, Healy DL, Breheny S, et al. Pregnancies conceived using assisted reproductive technologies (ART) have low levels of pregnancy-associated plasma protein-A (PAPP-A) leading to a high rate of false-positive results in first trimester screening for Down syndrome. Hum Rep 2009; 24: 1330-8.
  • Gaskin, J., & Lim, J. (2016a). Master validity tool: AMOS plugin. Gaskination’s StatWiki.
  • 17. Keçecioğlu M, Tokmak A, Keçecioğlu TS, Akselim B, Karakaya B, Taşçı Y. Does progesterone therapy increase nuchal translucency in women with threatened miscarriage? Ginekol Pol 2016; 87: 390-4.
  • Gaskin, J., & Lim, J. (2016b). Merge SRW Tables: AMOS plugin. Gaskination’s StatWiki
  • 18. Demko ZP, Simon AL, McCoy RC, Petrov DA, Rabinowitz M. Effects of maternal age on euploidy rates in a large cohort of embryos analyzed with 24-chromosome single-nucleotide polymorphism-based preimplantation genetic screening. Fertil Steril 2016; 105: 1307-13.
  • Gaskin, J., & Lim, J. (2016c). Model Fit Measures: AMOS Plugin. Gaskination’s StatWiki.
  • 19. Grande M, Jansen FA, Blumenfeld YJ, Fisher A, Odibo AO, Haak MC, et al. Genomic microarray in fetuses with increased nuchal translucency and normal karyotype: a systematic review and meta‐analysis. Ultrasound Obstet Gynecol 2015; 46: 650-8.
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. Paper presented at the 2014 47th Hawaii international conference on system sciences (HICSS).
  • 20. Hafner E, Schuchter K, Philipp K. Screening for chromosomal abnormalities in an unselected population by fetal nuchal translucency. Ultrasound Obstet Gynecol 1995; 6: 330-3.
  • Harwood, T., & Garry, T. (2015). An investigation into gamification as a customer engagement experience environment. Journal of Services Marketing, 29(6/7), 533-546.
  • 21. Ferreira JC, Wielgos M, Borowski D, Sieroszewski P, Czuba B, Cnotal W, et al. Does prior knowledge of maternal age affect judgment of operators measuring nuchal translucency? Ginekol Pol 2015; 86: 921-5.
  • Hsu, C.-L., & Chen, M.-C. (2018a). How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role. Technological Forecasting and Social Change, 132, 118-129.
  • Hsu, C.-L., & Chen, M.-C. (2018b). How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love. Computers in Human Behavior, 88, 121-133.
  • Huotari, K., & Hamari, J. (2012). Defining gamification: a service marketing perspective. Paper presented at the Proceeding of the 16th international academic MindTrek conference.
  • Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21-31.
  • Iacovides, I. (2011). Digital games: Exploring the relationship between motivation, engagement and informal learning. The Psychology of Education Review, 35(1), 21-24.
  • Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games. International Journal of human-computer studies, 66(9), 641-661.
  • Juul, J. (2018). The game, the player, the world: Looking for a heart of gameness. PLURAIS-Revista Multidisciplinar, 1(2).
  • Klein, J. (2009). Gaming goes broad. MediaWeek, 19(24), 18.
  • Kock, N. (2015). How Likely is Simpson's Paradox in Path Models? International Journal of e-Collaboration (IJeC), 11(1), 1-7.
  • Lam, D. (2007). Cultural influence on proneness to brand loyalty. Journal of International Consumer Marketing, 19(3), 7-21.
  • Lucassen, G., & Jansen, S. (2014). Gamification in Consumer Marketing-Future or Fallacy? Procedia-Social and Behavioral Sciences, 148, 194-202.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world: Penguin.
  • Meloni, W., & Gruener, W. (2012). Gamification in 2012: Market update, consumer and enterprise market trends. M2 Research, 1-25.
  • MordorIntelligence. (2019). Gamification Market - Growth, Trends, and Forecast (2019 - 2024). Retrieved from https://mordorintelligence.com/industry-reports/gamification-market
  • Nacke, L., Khaled, R., Dixon, D., & Deterding, S. (2011). From game design elements to gamefulness: defining” gamification”. Paper presented at the Proceedings of the 15th International Academic MindTrek Conference.
  • Nobre, H., & Ferreira, A. (2017). Gamification as a platform for brand co-creation experiences. Journal of Brand Management, 24(4), 349-361.
  • Piligrimienė, Ž., Dovalienė, A., & Virvilaitė, R. (2015). Consumer engagement in value co-creation: what kind of value it creates for company? Inžinerinė ekonomika, 452-460.
  • Raj, B., & Gupta, D. (2018). Factors Influencing Consumer Responses to Marketing Gamification. Paper presented at the 2018 International Conference on Advances in Computing, Communications and Informatics (ICACCI).
  • Rauch, M. (2013). Best practices for using enterprise gamification to engage employees and customers. Paper presented at the International Conference on Human-Computer Interaction.
  • Robertson, M. (2010). Can’t Play, Won’t Play. Hide & Seek (October 6, 2010). URL http://hideandseek. net/2010/10/06/cant-play-wont-play/.[Accessed Online: 2015-06-16].
  • Salen, K., Tekinbaş, K. S., & Zimmerman, E. (2004). Rules of play: Game design fundamentals: MIT press.
  • Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer studies, 74, 14-31.
  • So, K. K. F., King, C., Sparks, B. A., & Wang, Y. (2016). The role of customer engagement in building consumer loyalty to tourism brands. Journal of Travel Research, 55(1), 64-78.
  • Sotirakou, C., & Mourlas, C. (2015). A Gamified News Application for Mobile Devices: An Approach that Turns Digital News Readers into Players of a Social Network. Paper presented at the International Conference on Games and Learning Alliance.
  • TechSciResearch. (2019). Global Gamification Market By Solution , By Deployment , By Organization Size , By Application , By End-User Vertical , By Region, Competition, Forecast & Opportunities, 2024 Retrieved from https://www.reportlinker.com/p05762137/Global-Gamification-Market-By-Solution-By-Deployment-ByOrganization-Size-By-Application-By-End-User-Vertical-By-Region-Competition-ForecastOpportunities.html?utm_source=PRN
  • Thorpe, A. S., & Roper, S. (2019). The ethics of gamification in a marketing context. Journal of business ethics, 155(2), 597-609. Venkatesh, V. (2000). Determinants of perceived ease of use: Integrating control, intrinsic motivation, and emotion into the technology acceptance model. Information systems research, 11(4), 342-365.
  • Vitkauskaitė, E., & Gatautis, R. (2018). Points for posts and badges to brand advocates: The role of gamification in consumer brand engagement. Paper presented at the Proceedings of the 51st Hawaii International Conference on System Sciences.
  • Vivek, S. D., Beatty, S. E., & Morgan, R. M. (2012). Customer engagement: Exploring customer relationships beyond purchase. Journal of marketing theory and practice, 20(2), 122-146.
  • Vorderer, P., Hartmann, T., & Klimmt, C. (2003). Explaining the enjoyment of playing video games: the role of competition. Paper presented at the Proceedings of the second international conference on Entertainment computing.
  • Werbach, K. (2014). (Re) defining gamification: A process approach. Paper presented at the International conference on persuasive technology.
  • Xi, N., & Hamari, J. (2019). The relationship between gamification, brand engagement and brand equity. Paper presented at the Proceedings of the 52nd Hawaii International Conference on System Sciences.
  • Xu, F., Buhalis, D., & Weber, J. (2017). Serious games and the gamification of tourism. Tourism Management, 60, 244- 256.
  • Yang, Y., Asaad, Y., & Dwivedi, Y. (2017). Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. Computers in Human Behavior, 73, 459-469.
  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps: " O'Reilly Media, Inc.".
  • Zichermann, G., & Linder, J. (2010). Game-based marketing: inspire customer loyalty through rewards, challenges, and contests: John Wiley & Sons.
APA Demir M, KALEM M, Gök Demir Z, ERGÜN A, KALEM Z, GÜRGAN T, BAKIRARAR B (2020). Oyunlaştırma Özelliklerinin Marka Sadakati Üzerine Etkisi. , 270 - 287.
Chicago Demir Mehmet Özer,KALEM Müberra Namlı,Gök Demir Zuhal,ERGÜN Ali Mehmet,KALEM Ziya,GÜRGAN Timur,BAKIRARAR Batuhan Oyunlaştırma Özelliklerinin Marka Sadakati Üzerine Etkisi. (2020): 270 - 287.
MLA Demir Mehmet Özer,KALEM Müberra Namlı,Gök Demir Zuhal,ERGÜN Ali Mehmet,KALEM Ziya,GÜRGAN Timur,BAKIRARAR Batuhan Oyunlaştırma Özelliklerinin Marka Sadakati Üzerine Etkisi. , 2020, ss.270 - 287.
AMA Demir M,KALEM M,Gök Demir Z,ERGÜN A,KALEM Z,GÜRGAN T,BAKIRARAR B Oyunlaştırma Özelliklerinin Marka Sadakati Üzerine Etkisi. . 2020; 270 - 287.
Vancouver Demir M,KALEM M,Gök Demir Z,ERGÜN A,KALEM Z,GÜRGAN T,BAKIRARAR B Oyunlaştırma Özelliklerinin Marka Sadakati Üzerine Etkisi. . 2020; 270 - 287.
IEEE Demir M,KALEM M,Gök Demir Z,ERGÜN A,KALEM Z,GÜRGAN T,BAKIRARAR B "Oyunlaştırma Özelliklerinin Marka Sadakati Üzerine Etkisi." , ss.270 - 287, 2020.
ISNAD Demir, Mehmet Özer vd. "Oyunlaştırma Özelliklerinin Marka Sadakati Üzerine Etkisi". (2020), 270-287.
APA Demir M, KALEM M, Gök Demir Z, ERGÜN A, KALEM Z, GÜRGAN T, BAKIRARAR B (2020). Oyunlaştırma Özelliklerinin Marka Sadakati Üzerine Etkisi. Journal of Yasar University, 19(1), 270 - 287.
Chicago Demir Mehmet Özer,KALEM Müberra Namlı,Gök Demir Zuhal,ERGÜN Ali Mehmet,KALEM Ziya,GÜRGAN Timur,BAKIRARAR Batuhan Oyunlaştırma Özelliklerinin Marka Sadakati Üzerine Etkisi. Journal of Yasar University 19, no.1 (2020): 270 - 287.
MLA Demir Mehmet Özer,KALEM Müberra Namlı,Gök Demir Zuhal,ERGÜN Ali Mehmet,KALEM Ziya,GÜRGAN Timur,BAKIRARAR Batuhan Oyunlaştırma Özelliklerinin Marka Sadakati Üzerine Etkisi. Journal of Yasar University, vol.19, no.1, 2020, ss.270 - 287.
AMA Demir M,KALEM M,Gök Demir Z,ERGÜN A,KALEM Z,GÜRGAN T,BAKIRARAR B Oyunlaştırma Özelliklerinin Marka Sadakati Üzerine Etkisi. Journal of Yasar University. 2020; 19(1): 270 - 287.
Vancouver Demir M,KALEM M,Gök Demir Z,ERGÜN A,KALEM Z,GÜRGAN T,BAKIRARAR B Oyunlaştırma Özelliklerinin Marka Sadakati Üzerine Etkisi. Journal of Yasar University. 2020; 19(1): 270 - 287.
IEEE Demir M,KALEM M,Gök Demir Z,ERGÜN A,KALEM Z,GÜRGAN T,BAKIRARAR B "Oyunlaştırma Özelliklerinin Marka Sadakati Üzerine Etkisi." Journal of Yasar University, 19, ss.270 - 287, 2020.
ISNAD Demir, Mehmet Özer vd. "Oyunlaştırma Özelliklerinin Marka Sadakati Üzerine Etkisi". Journal of Yasar University 19/1 (2020), 270-287.