The TOY Gamification Model: A Comprehensive Method to Effective Design

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Title: The TOY Gamification Model: A Comprehensive Method to Effective Design
Language: English
Authors: Afra Çalik (ORCID 0000-0001-7277-3393), Ali Sen (ORCID 0009-0004-2101-3617), Zeynep Aydin (ORCID 0000-0002-6648-690X), Ercan Altug Yilmaz
Source: International Society for Technology, Education, and Science. 2023.
Availability: International Society for Technology, Education, and Science. 944 Maysey Drive, San Antonio, TX 78227. Tel: 515-294-1075; Fax: 515-294-1003; email: istesoffice@gmail.com; Web site: http://www.istes.org
Peer Reviewed: Y
Page Count: 25
Publication Date: 2023
Document Type: Speeches/Meeting Papers
Reports - Research
Descriptors: Gamification, Behavior Change, Holistic Approach, Design Requirements, Models, Design, Organizational Objectives, Foreign Countries, Audience Awareness, Motivation
Geographic Terms: Turkey
Abstract: Gamification is an approach that solves real-life motivational problems with game design techniques by target a long-term behavioral change in participants. However, the application models in gamification design are limited and lack a holistic approach in scope. While existing models may seem sufficient on their own, they tend to focus on certain aspects of gamification design. Therefore, from a behavioral design perspective, managing sustained behavioral change requires gamification models to draw from different areas. The TOY Gamification Model utilizes existing previous models and present a more holistic approach. It consists of business objectives, targeted behaviors, personas, player's journey, core drives, game elements, rewards, technology, triggers and finally measurement phase. Each stage is described in the study in a way that can be understood by the reader. The TOY Gamification Model views each step as an iterative process and has structured the transition between the steps more flexibly. The study concludes with a brief evaluation. [For the full proceedings, see ED652261.]
Abstractor: As Provided
Entry Date: 2024
Accession Number: ED652324
Database: ERIC
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  Data: <searchLink fieldCode="AR" term="%22Afra+Çalik%22">Afra Çalik</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-7277-3393">0000-0001-7277-3393</externalLink>)<br /><searchLink fieldCode="AR" term="%22Ali+Sen%22">Ali Sen</searchLink> (ORCID <externalLink term="https://orcid.org/0009-0004-2101-3617">0009-0004-2101-3617</externalLink>)<br /><searchLink fieldCode="AR" term="%22Zeynep+Aydin%22">Zeynep Aydin</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-6648-690X">0000-0002-6648-690X</externalLink>)<br /><searchLink fieldCode="AR" term="%22Ercan+Altug+Yilmaz%22">Ercan Altug Yilmaz</searchLink>
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  Data: International Society for Technology, Education, and Science. 944 Maysey Drive, San Antonio, TX 78227. Tel: 515-294-1075; Fax: 515-294-1003; email: istesoffice@gmail.com; Web site: http://www.istes.org
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  Data: 25
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  Data: <searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Behavior+Change%22">Behavior Change</searchLink><br /><searchLink fieldCode="DE" term="%22Holistic+Approach%22">Holistic Approach</searchLink><br /><searchLink fieldCode="DE" term="%22Design+Requirements%22">Design Requirements</searchLink><br /><searchLink fieldCode="DE" term="%22Models%22">Models</searchLink><br /><searchLink fieldCode="DE" term="%22Design%22">Design</searchLink><br /><searchLink fieldCode="DE" term="%22Organizational+Objectives%22">Organizational Objectives</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Audience+Awareness%22">Audience Awareness</searchLink><br /><searchLink fieldCode="DE" term="%22Motivation%22">Motivation</searchLink>
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  Data: Gamification is an approach that solves real-life motivational problems with game design techniques by target a long-term behavioral change in participants. However, the application models in gamification design are limited and lack a holistic approach in scope. While existing models may seem sufficient on their own, they tend to focus on certain aspects of gamification design. Therefore, from a behavioral design perspective, managing sustained behavioral change requires gamification models to draw from different areas. The TOY Gamification Model utilizes existing previous models and present a more holistic approach. It consists of business objectives, targeted behaviors, personas, player's journey, core drives, game elements, rewards, technology, triggers and finally measurement phase. Each stage is described in the study in a way that can be understood by the reader. The TOY Gamification Model views each step as an iterative process and has structured the transition between the steps more flexibly. The study concludes with a brief evaluation. [For the full proceedings, see ED652261.]
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      – Text: English
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      Pagination:
        PageCount: 25
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      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Behavior Change
        Type: general
      – SubjectFull: Holistic Approach
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      – SubjectFull: Design Requirements
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      – SubjectFull: Models
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      – SubjectFull: Design
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      – SubjectFull: Organizational Objectives
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      – SubjectFull: Foreign Countries
        Type: general
      – SubjectFull: Audience Awareness
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      – SubjectFull: Motivation
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      – SubjectFull: Turkey
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      – TitleFull: The TOY Gamification Model: A Comprehensive Method to Effective Design
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            NameFull: Afra Çalik
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            NameFull: Ali Sen
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            NameFull: Zeynep Aydin
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            NameFull: Ercan Altug Yilmaz
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              Y: 2023
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