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라이프로깅 애플리케이션에서의 펀웨어 요소

Funware Factors in the Life-logging Application

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초록

Communication using SNS(Social Network Service) with others has become the trend through quantified-self - users’ explicit and implicit data are measured, recorded and automatically stored- as life-logging application industry has been grown. As the life-logging application is focused on recording and sharing the data, regular and simple interactive functions are used rather than dynamic and tense features. The game elements are used popularly in the mobile applications. Also, funware factors have begun to be applied in life-logging application. This paper intends to analyze for 20 life-logging applications with sorting collection, point, feedback, exchanges, customization in funware factors. The result of this analysis is that ‘Point’ factor is far better than others, and ‘Exchanges’ and ‘Customization’ factor common in the funware. Specially, the data report in the ‘Point’ factor shows the result visually by analyzing the data based on characteristics of life-logging application. However, if Exchanges and Customization factor are used in application development and design, the value of life-logging concept is more increased. Therefore, attempts which is not a simple function as users’records but enjoyable actions are expected in design of life-logging application that is consistently rising.

Abstract

Communication using SNS(Social Network Service) with others has become the trend through quantified-self - users’ explicit and implicit data are measured, recorded and automatically stored- as life-logging application industry has been grown. As the life-logging application is focused on recording and sharing the data, regular and simple interactive functions are used rather than dynamic and tense features. The game elements are used popularly in the mobile applications. Also, funware factors have begun to be applied in life-logging application. This paper intends to analyze for 20 life-logging applications with sorting collection, point, feedback, exchanges, customization in funware factors. The result of this analysis is that ‘Point’ factor is far better than others, and ‘Exchanges’ and ‘Customization’ factor common in the funware. Specially, the data report in the ‘Point’ factor shows the result visually by analyzing the data based on characteristics of life-logging application. However, if Exchanges and Customization factor are used in application development and design, the value of life-logging concept is more increased. Therefore, attempts which is not a simple function as users’records but enjoyable actions are expected in design of life-logging application that is consistently rising.

참고문헌 (9)

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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
  3. Marianna Sigala, "The application and impact of gamification funware on trip planning and experiences: the case of TripAdvisor’s funware", Electronic Markets, 25(3), pp.189~209 (2015)
  4. Kim, A. J., "Putting the Fun in Functional: Applying Game Mechanics to Functional Software", Presentation .Google Tech Talks. January 29, 2009, ~ (2009)
  5. 김성동, "게임화(Gamification)을 이용한 대안적 학습 모형개발 방법론에 관한 연구", 한국컴퓨터게임학회논문지, 25(4), pp.81~88 (2012), (사)한국컴퓨터게임학회
  6. 이혜림, "게이미피케이션 사례분석을 통한 효과적 개발방향 연구- 게임 메커닉과 다이내믹 개념을 중심으로", 한국컴퓨터게임학회논문지, 27(1), pp.141~151 (2014), (사)한국컴퓨터게임학회
  7. Joeun Lee, "A Study on Usability Evaluation Factors for Life-logging Application", pp.2016
  8. "An Analysis of Infographic Design for Life-Logging Application" (2015)[URL]
  9. "Social games"[URL]

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