The main purpose of this study is to develop a scale regarding gamification in the field of marketing. Gamification is about using game elements in non-game contexts. Gamification in marketing is a strategy that includes the use of game elements in the brand-consumer relationship in order to add customers to the value creation process and interactive, competitive, passionate, enjoyable, goal and reward-oriented experiences. The study was generally an exploratory research and inductive method was used. Qualitative methods such as systematic literature analysis, focus group interviews and receiving feedback from experts, and quantitative methods such as validity and reliability studies by creating a data set through a survey were used in the research. A 34-stage scale development process was designed to achieve the main purpose of the study. Three studies were designed within the scope of the research. In Study-1, an expression pool was created by referring to primary and secondary sources to create the expressions of the scale. A total of 55 articles were examined, and the scale related to gamification was reached in 39 of these articles. 39 articles were also re-examined and a total of 1260 items regarding 204 variables developed by 177 researchers were obtained. Later, 4 focus group interviews were held and 56 items were created. The items were reduced and 64 items were included in the candidate items pool. By consulting expert opinions, the scale items were examined for content validity and 32 of the 64 scale items included in the analysis were eliminated, and the remaining 32 scale items were accepted as the first version of the scale (MARGAM). The overall content validity index (CVI) of the scale was found to be 0.80. In Study-2, a pilot study was conducted with data collected from 497 people to conduct validity and reliability analyzes for the MARGAM scale developed. Of the 32 items included in the analysis, 12 items were removed from the analysis for various reasons, and as a result, the final version of the scale on gamification in marketing (MARGAM), consisting of 6 dimensions (Interaction, Target, Scoring, Passion, Competition, Enjoyment) and 20 items, was obtained. For the construct validity of the scale, EFA and CFA were performed and evaluations were made based on the fit indices. Then, the convergent, discriminant, content and face validity of the scale were examined. Expert opinions of 12 academicians were used for content validity, and 2 psychologists with sectoral experience were used for face validity. Alpha Coefficient for the overall scale was found to be 0.937. In Study 3, a field application was designed with data collected from 525 people to test how the scale on gamification in marketing (MARGAM) fits together with different variables in practice. For this purpose, a new research model was designed and 4 new variables (Brand Engagement, e-WOM, Brand Loyalty, Behavioral Intention) were included in the model along with the MARGAM scale. With this, a total of 33 hypotheses were tested, 9 of which were basic. Validity and reliability analyzes were conducted and the MARGAM scale with 6 dimensions and 20 statements obtained in the previous stage was still supported, with all its values being high. It was observed that the Alpha Coefficient for all variables was above 0.8. Finally, the hypotheses were tested and 5 of the 9 main hypotheses were fully supported and 4 were partially supported. In general, as a result of the study, a scale (MARGAM) consisting of 6 dimensions and 20 items regarding gamification in the field of marketing was developed. Validity and reliability analyzes of the scale were conducted in accordance with the scale development methodology and a gap in the literature was filled.