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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Gamification effects on private data collection
Lisansüstü Eğitim Enstitüsü, İstanbul Teknik Üniversitesi, 2021
TOLGA BİLBEY
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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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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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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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The role of gamification on learning management systems
Sosyal Bilimler Enstitüsü, Bahçeşehir Üniversitesi, 2017
VOLKAN SEL
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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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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 Marketing Approach to a Psychological Problem: Problematic Smartphone Use on Adolescents
INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH, Vol. 17, No. 7, Ocak 2020, ISSN: 1660-4601
ERTEMEL ADNAN VEYSEL, ARI ELA
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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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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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Examination of maritime education within frame of gamification
Journal of Intelligent Transportation Systems and Applications, Vol. 5, No. 2, Ocak 2022, ISSN: 2636-820X
KAYİŞOĞLU GİZEM, BOLAT FIRAT, PAYALAN ARAS, BOLAT PELİN
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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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R&D Management in the Knowledge Era Selection of Gamification Elements for Demand Side Energy Management: An Application Using Hesitant Fuzzy AHP
2019, s. 299-322, Springer
ÖZTAYŞİ BAŞAR,DOĞAN ONUR,GÜL HAKAN
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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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Examination of maritime education within frame of gamification
Journal of Intelligent Transportation Systems and Applications, Vol. 5, No. 2, Ocak 2022, ISSN: 2636-820X
KAYİŞOĞLU GİZEM, BOLAT FIRAT, PAYALAN ARAS, BOLAT PELİN
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