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라이프로깅 애플리케이션을 위한 게이미피케이션 요소 정립

Development of Gamification Elements for Life-logging Application

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초록

Recently, application content which is applied by gamification elements has been enhanced. However, gamification elements has not been strongly applied in the life-logging application. Because, this application is not focused on fun, but on the visualization of the data and the records of the user's external or internal information. Therefore, the purpose of this paper is to establish the gamification elements for 'life-logging' service. To do this, the gamification elements were extracted and classified by surveys, exploratory factor analysis and confirmatory factor analysis. As a result, the gamification elements for life-logging applications are formed by three factors; ‘Acting’, ‘Achievement’, and ‘Social’. As the established gamification elements are effectively applied to life-logging applications, it is expected to be a basis for helping to provide enjoyable behavior and usability beyond the common function of user record.

Abstract

Recently, application content which is applied by gamification elements has been enhanced. However, gamification elements has not been strongly applied in the life-logging application. Because, this application is not focused on fun, but on the visualization of the data and the records of the user's external or internal information. Therefore, the purpose of this paper is to establish the gamification elements for 'life-logging' service. To do this, the gamification elements were extracted and classified by surveys, exploratory factor analysis and confirmatory factor analysis. As a result, the gamification elements for life-logging applications are formed by three factors; ‘Acting’, ‘Achievement’, and ‘Social’. As the established gamification elements are effectively applied to life-logging applications, it is expected to be a basis for helping to provide enjoyable behavior and usability beyond the common function of user record.

참고문헌 (16)

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  2. 정의준, "게이미피케이션에 기반한 게임 3.0 시대의변화 양상에 관한 연구- 게이미피케이션의 개념과 메커니즘을 중심으로", 한국컴퓨터게임학회논문지, 26(4), pp.87~97 (2013), (사)한국컴퓨터게임학회
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  7. 곽소정, "라이프로깅 애플리케이션에서의 펀웨어 요소", 한국컴퓨터게임학회논문지, 29(3), pp.65~71 (2016), (사)한국컴퓨터게임학회
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