Gamification as a Social Phenomenon and Gamification Heuristics Criteria from Social Sciences Perspective

The widespread adoption of gamification across various domains necessitates robust methodologies to gauge its impact and efficacy. This study delves into heuristic evaluation techniques utilized in a European Union project where partners assessed gamification applications focused on cultural heritage in their respective countries. Notably, this study assesses gamification as a social phenomenon and evaluates gamification assessment criteria in practice for five gamification implementations that reflect Türkiye’s cultural heritage. Recognising gamification as a social phenomenon, this research evaluates seven key dimensions: collective participation, cultural integration, social interaction, motivational dynamics, technological mediation, dynamic evolution, and observability/measurability. Assessment criteria, categorised into intrinsic, extrinsic, and context-dependent motivational heuristics, are analysed through the lens of prominent social science theories, including Self-Determination Theory, Expectancy Theory, and Goal-Setting Theory, alongside learning paradigms such as Constructivist and Experiential Learning. The findings illuminate how gamification influences user engagement and learning, offering significant implications for designing more effective gamification strategies. This comprehensive analysis underscores the potential of integrating robust social science theories and evaluating it as a social phenomenon to enhance the theoretical and practical understanding of gamification’s role in modern societal contexts.

Authors

Publication Details

Journal
PLURAL History Culture Society
Published
2024-12-30
DOI
https://doi.org/10.37710/plural.v12i2_7
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
1.58

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Gamification as a Social Phenomenon and Gamification Heuristics Criteria from Social Sciences Perspective

Muhammet Aktaş, Fatih Kılıç, Bilge Aksay, E. Alper Yıldırım
2 citations
PLURAL History Culture Society
Educational Games and Gamification
1.58
article

Gamification as a Social Phenomenon and Gamification Heuristics Criteria from Social Sciences Perspective

Muhammet Aktaş, Fatih Kılıç, Bilge Aksay, E. Alper Yıldırım
article en
2 citations

Abstract

The widespread adoption of gamification across various domains necessitates robust methodologies to gauge its impact and efficacy. This study delves into heuristic evaluation techniques utilized in a European Union project where partners assessed gamification applications focused on cultural heritage in their respective countries. Notably, this study assesses gamification as a social phenomenon and evaluates gamification assessment criteria in practice for five gamification implementations that reflect Türkiye’s cultural heritage. Recognising gamification as a social phenomenon, this research evaluates seven key dimensions: collective participation, cultural integration, social interaction, motivational dynamics, technological mediation, dynamic evolution, and observability/measurability. Assessment criteria, categorised into intrinsic, extrinsic, and context-dependent motivational heuristics, are analysed through the lens of prominent social science theories, including Self-Determination Theory, Expectancy Theory, and Goal-Setting Theory, alongside learning paradigms such as Constructivist and Experiential Learning. The findings illuminate how gamification influences user engagement and learning, offering significant implications for designing more effective gamification strategies. This comprehensive analysis underscores the potential of integrating robust social science theories and evaluating it as a social phenomenon to enhance the theoretical and practical understanding of gamification’s role in modern societal contexts.

PLURAL History Culture SocietyVol. 12(2)
European Commission, Erasmus+
Openalex Percentile: Top 14%
Educational Games and Gamification
1.58
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.