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Gamification Dynamic model for Habit-building to leap Metaverse Trap

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The definition of metaverse was officially published in the metaverse roadmap in 2007, and many papers were published by domestic and foreign researchers at the time, making efforts to establish it academically and theoretically. In the industry, the keyword 'metaverse' is overheating in conjunction with the non-face-to-face prolonged period. Most of successful cases of metaverse mentioned are ‘game’, ‘gamification’, or ‘game convergence’. Therefore, it is desirable to apply the theory and principle of gamification to the 'metaverse' area. Accordingly, the DMGL model announced was expanded to present a dynamic model for player’s habit building in the metaverse. Author would like to propose a dynamic model for metaworld habit formation to enhance player experience. This model which has 4 phases is a convergence of the principles and elements of games (gamification). P1) The player follows the background story that gradually develops according to the world view, and it is a journey toward the goal of the metaworld. P2) Player is onboarding the metaworld to learn how to control it. P3) The player gradually heads towards the goal while performing avatar decoration, item acquisition/transaction, and community activities. P4) Player onboards in such a way that they can immediately perform the objective function. I’d like that this ‘gamification dynamic model for habit-building to leap metaverse trap’ will be of significant help to metaverse development and related research.

Abstract

The definition of metaverse was officially published in the metaverse roadmap in 2007, and many papers were published by domestic and foreign researchers at the time, making efforts to establish it academically and theoretically. In the industry, the keyword 'metaverse' is overheating in conjunction with the non-face-to-face prolonged period. Most of successful cases of metaverse mentioned are ‘game’, ‘gamification’, or ‘game convergence’. Therefore, it is desirable to apply the theory and principle of gamification to the 'metaverse' area. Accordingly, the DMGL model announced was expanded to present a dynamic model for player’s habit building in the metaverse. Author would like to propose a dynamic model for metaworld habit formation to enhance player experience. This model which has 4 phases is a convergence of the principles and elements of games (gamification). P1) The player follows the background story that gradually develops according to the world view, and it is a journey toward the goal of the metaworld. P2) Player is onboarding the metaworld to learn how to control it. P3) The player gradually heads towards the goal while performing avatar decoration, item acquisition/transaction, and community activities. P4) Player onboards in such a way that they can immediately perform the objective function. I’d like that this ‘gamification dynamic model for habit-building to leap metaverse trap’ will be of significant help to metaverse development and related research.

참고문헌 (21)

  1. Jung-Tae Kim, "Dynamical model for gamification of learning (DMGL)", Multimedia Tools and Applications, 74, pp.8483~8493 (2015)
  2. 김정태, "Dynamical Model for Gamification@Learning", 한국컴퓨터게임학회논문지, 26(1), pp.217~220 (2013), (사)한국컴퓨터게임학회[DOI]
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  4. Ebnera, M, "Successful implementation of user -centered game based learning in higher education : An example from civil engineering", Computers & Education, 49, pp.873~890 (2007)
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  6. Carron, T, "Teaching with game-based learning management systems :Exploring a pedagogical", Simulation and Gaming, 39, pp.353~378 (2008)
  7. 김정태, "Gamification Movement : `Gamification@'", 한국컴퓨터게임학회논문지, 25(4), pp.213~218 (2012), (사)한국컴퓨터게임학회[DOI]
  8. Waern, A, "Framing Games", Proceedings of Nordic DiGRA, pp.1~10 (2012), Stockholm University
  9. Jung Tae Kim, "Introduction to Gamification", pp.31~32 (2015), Hongneung Pub
  10. Neal Stepheson, "Snow Crash" (1992), Bantam Books
  11. JungTae Kim, "History and understanding of the game", pp.31~46 (2015), Hongneung Pub
  12. JungTae Kim, "History and understanding of the game", pp.287~ (2015), Hongneung Pub
  13. JungTae Kim, "Gamification : Play the World", pp.21~ (2014), Hongneung Pub
  14. Jung Tae Kim, "History and understanding of the game", pp.274~ (2015), Hongneung Pub
  15. "Web magazine Medium" (2021)[URL]
  16. "The third wave of innovation is the "human desire". Gamification is the answer" (2021)[URL]
  17. "Gamification Summit 2011"[URL]
  18. "Metaverse RoadMap"[URL]
  19. "Slogan of Riot Games"[URL]
  20. "Jensen Huang’s Comment"[URL]
  21. "Magic Leap Layoff"[URL]

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