“GEYMIFIKATSIYA” TUSHUNCHASIGA ILMIY YONDASHUV
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Keywords

Geymifikatsiya, o‘yin dizayni elementlari, o‘yinbop bo‘lmagan kontekst, gamefulness, playfulness, o‘quv jarayonini faollashtirish, raqamli ta’lim texnologiyalari, inson–kompyuter o‘zaro ta’siri (HCI), ta’limda innovatsion metodlar.

Abstract

So‘nggi yillarda ommaviy foydalanuvchilarga mo‘ljallangan ko‘plab raqamli mahsulotlar va xizmatlar dizaynida videoo‘yinlar tajribasidan faol foydalanilmoqda. Xususan, foydalanuvchini jalb etish, muntazam ishtirokini ta’minlash hamda motivatsiyani oshirish maqsadida ball, daraja, reyting, yutuqlar (badges), vazifalar va mukofotlar kabi o‘yin elementlari turli sohalarga (ta’lim, marketing, sog‘liqni saqlash, boshqaruv va boshqalar) moslashtirilib joriy etilmoqda. Ushbu hodisa ilmiy adabiyotlarda ko‘pincha “geymifikatsiya” atamasi bilan ifodalanadi. Biroq amaliyotda “geymifikatsiya” tushunchasi mazmun jihatidan unga yaqin bo‘lgan konsepsiyalar — jiddiy o‘yinlar (serious games), kengaytirilgan o‘yinlar (pervasive games), muqobil reallik o‘yinlari (alternate reality games) hamda o‘yinbop dizayn (playful design) bilan ko‘pincha aralashib ketadi. Natijada ushbu tushunchalarning chegaralari, o‘xshash va farqli jihatlari aniq ajratilmagani sababli geymifikatsiyaning ilmiy ta’rifi va metodologik asoslarini belgilash dolzarb masalaga aylanmoqda.

Mazkur maqolada mualliflar “geymifikatsiya” atamasining kelib chiqishi, tarixiy shakllanishi va evolyutsiyasini tahlil qiladi, shuningdek, unga yaqin konsepsiyalar bilan qiyosiy izoh beradi. Tadqiqot natijasida geymifikatsiya o‘yin dizayniga xos elementlar va mexanizmlardan o‘yin bo‘lmagan kontekstlarda maqsadli foydalanish sifatida ilmiy ta’riflanadi. Shu orqali tushunchaning nazariy chegaralari aniqlashtiriladi hamda kelgusida geymifikatsiyani loyihalash va baholash bo‘yicha tadqiqotlarga metodik asos yaratishga xizmat qiladigan yondashuv taklif etiladi.

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DOI: 10.1145/2181037.2181040

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