Illusional Marketing: The Use of Storytelling, User Experience and Gamification in Business
Nebraska/AMERİKA BİRLEŞİK DEVLETLERİ, 2021, University of Nebraska, Lincoln
ERTEMEL ADNAN VEYSEL
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ESP through gamification and serious games: a cutting-edge tool for producing quality engineering graduates
2019
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Gamification of Heritage through Augmented Reality
eCAADe SIGraDi 2019 Conference, Porto/PORTEKİZ, Vol. 3, No. 1, 11 Eylül 2019, s. 513-518
VARİNLİOĞLU GÜZDEN,HALICI SÜHEYLA MÜGE
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Examination of Maritime Education within Frame of Gamification
Global Maritime Conference (GMC'21), HATAY/TÜRKİYE, 18 Kasım 2021
KAYİŞOĞLU GİZEM, BOLAT PELİN, BOLAT FIRAT, PAYALAN ARAS
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The influence of gamification on repurchase intention: The case of Yemeksepeti
Lisansüstü Eğitim Enstitüsü, İstanbul Teknik Üniversitesi, 2022
GİZEM ALBAYRAK
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The role of gamification on learning management systems
Sosyal Bilimler Enstitüsü, Bahçeşehir Üniversitesi, 2017
VOLKAN SEL
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Customer loyalty via digital marketing methodologies: A case study of gamification in a language learning application
Lisansüstü Eğitim Enstitüsü, Bahçeşehir Üniversitesi, 2022
OZAN KAYA
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Examining eco-gamification method for the development of smart urban settlement: case of ITÜ Ayazağa campus
Lisansüstü Eğitim Enstitüsü, İstanbul Teknik Üniversitesi, 2021
EKİN ŞEKER KAYA
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Gamification effects on private data collection
Lisansüstü Eğitim Enstitüsü, İstanbul Teknik Üniversitesi, 2021
TOLGA BİLBEY
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Gamification design principles in healthcare: A study on vital signs measurement in pediatrics at self-service health kiosk
Fen Bilimleri Enstitüsü, İstanbul Teknik Üniversitesi, 2020
EREN GÖKGÜR
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Mapping Current Trends on Gamification of Cultural Heritage
the proceedings of the PUDCAD Universal Design Practice Conference: Game Design Education, 24 Haziran 2020, s. 281-293, ISSN: 978-3-030-65060-5
KARAHAN SEVDE GÜNER,GÜL LEMAN FİGEN
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The Effects of Gamification to Private Data Collection
Journal of Computational Design, Vol. 1, No. 3, Eylül 2020, s. 131-152, ISSN: 2687-4318
BİLBEY TOLGA,SANDIKKAYA MEHMET TAHİR
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Effect of Gamification Applications on Individual Performance: Air Transportation Application
The International Symposium for Production Research 2020 (ISPR2020), 24 Eylül 2020, s. 711-719
ELİTOK SAMET, BOLAT HÜR BERSAM
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THE ROLE OF GAMIFICATION IN ONLINE LEARNING MANAGEMENT SYSTEMS
7th International Conference of Strategic Research on Social Science and Education, 13 Ekim 2017
ERTEMEL ADNAN VEYSEL,SEL VOLKAN
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A Marketing Approach to a Psychological Problem: Problematic Smartphone Use on Adolescents
INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH, Vol. 17, No. 7, Nisan 2020, ISSN: 1660-4601
ERTEMEL ADNAN VEYSEL,ARİ ELA
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The Use of Gamification in Sales: The Technology Acceptance Model
Global Joint Conference on Industrial Engineering and Its Application Areas 2021, 30 Ekim 2021
ÇETİN YILDIZ KÜBRA, PEKPAZAR AYCAN, ALTIN GÜMÜŞSOY ÇİĞDEM
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Gamification in Urban Planning: Experiencing the Future City via VR
10th ASCAAD Conference - Hybrid Space of the Metaverse: Architecture in the Age of the Metaverse, Opportunities and Potentials, Beirut/LÜBNAN, 12 Ekim 2022, s. 530-547, ISSN: 2079-4096
ÖZDEN SUDANUR, ARSLANTÜRK ESRA, SENEM MEHMET O., AS İMDAT
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A Study on Increasing Practical Evacuation Knowledge and Awareness through Gamification
Community for Artistic and Architectural Research (CA2RE), zagreb/HIRVATİSTAN, 16 Kasım 2023, s. 33-39
GÜN AHMET, ÇİLTAŞ ÇATALBAŞ MERVE
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Experiencing Cultural Heritage Through Gamification: Mardin Orphanage
Ecaade 2023: Digital Design Reconsidered, Graz/AVUSTURYA, Vol. 2, 18 Eylül 2023, s. 671-680, ISSN: 2684-1843
KALAK DOGAN, GÜLEÇ ÖZER DERYA, AYDIN SERDAR
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Examination of Maritime Education within Frame of Gamification
4 th Global Conference on Innovation in Marine Technology and the Future of Maritime Transportation, 18 Kasım 2021, s. 67-67
KAYİŞOĞLU GİZEM, BOLAT PELİN, BOLAT FIRAT, PAYALAN ARAS
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