Unlocking opportunities at the crossroad of Gamification and Education: Market research for Saudi Arabia with a focus on Saudi-Finnish cooperation.
Chaloun, Douaa (2023)
Chaloun, Douaa
2023
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2023120634716
https://urn.fi/URN:NBN:fi:amk-2023120634716
Tiivistelmä
Incorporating gamification into the Saudi Arabian educational landscape is now
one of the most researched topics in the country. The international and Saudi
Arabian media raised awareness, revealing the clear need for study degrees in
this domain since the country is investing heavily to become the “ultimate global
hub”.
The main objective of this thesis was to carry out a narrow research of the Saudi
Arabian gaming market, study in depth the potential advantages and difficulties of
gamification in the Saudi educational system as well as the potential collaboration
in the field of the gaming industry between the Finnish and Saudi Arabian
institutions.
The theoretical framework discussed the concept of gamification, its challenges
and opportunities in Saudi Arabia, Finnish expertise and the potential
collaboration between both nations. To obtain useful insights irrespective of the
geographical limitations, qualitative research of interviews and multiple case
studies was used. The collected data was analysed with deductive thematic
coding.
The study indicated that combining a new field within the industry brings
additional value to the country’s financial and educational structure. Moreover,
the study revealed that gamification is becoming more popular and that the
gaming market has experienced significant growth in Saudi Arabia due to rising
digitalization and the youth tech-savvy population. Overall, this research has
affirmed that the Finnish-Saudi Arabian collaboration in gaming is viable and has
the promise of exchanging information and knowledge, cross-cultural learning,
and growth for both sides.
one of the most researched topics in the country. The international and Saudi
Arabian media raised awareness, revealing the clear need for study degrees in
this domain since the country is investing heavily to become the “ultimate global
hub”.
The main objective of this thesis was to carry out a narrow research of the Saudi
Arabian gaming market, study in depth the potential advantages and difficulties of
gamification in the Saudi educational system as well as the potential collaboration
in the field of the gaming industry between the Finnish and Saudi Arabian
institutions.
The theoretical framework discussed the concept of gamification, its challenges
and opportunities in Saudi Arabia, Finnish expertise and the potential
collaboration between both nations. To obtain useful insights irrespective of the
geographical limitations, qualitative research of interviews and multiple case
studies was used. The collected data was analysed with deductive thematic
coding.
The study indicated that combining a new field within the industry brings
additional value to the country’s financial and educational structure. Moreover,
the study revealed that gamification is becoming more popular and that the
gaming market has experienced significant growth in Saudi Arabia due to rising
digitalization and the youth tech-savvy population. Overall, this research has
affirmed that the Finnish-Saudi Arabian collaboration in gaming is viable and has
the promise of exchanging information and knowledge, cross-cultural learning,
and growth for both sides.