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게이미피케이션 사례분석을 통한 효과적 개발방향 연구- 게임 메커닉과 다이내믹 개념을 중심으로

A Research on the Effective Development of Gamification through Case Study - Based on Game Mechanics and Game Dynamics

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In this paper, we proposed some direction to effective development of gamification. To achieve this purpose,we performed an extensive literature review. Based on game mechanics and game dynamics, we analyzed 145cases for both domestic sites(15 cases) and international sites(130 cases) by keyword search methods. Resultsshowed that the successful cases(n=32) applied more features of game mechanics and game dynamics in variousways. Through this, we tried to build up categorization of gamification, the major applications of gamificationcan be converged into five primary areas: public policy, medical welfare, education, environmental protectionand corporation. Finally, we discussed about implications of using gamification for future direction.

Abstract

In this paper, we proposed some direction to effective development of gamification. To achieve this purpose,we performed an extensive literature review. Based on game mechanics and game dynamics, we analyzed 145cases for both domestic sites(15 cases) and international sites(130 cases) by keyword search methods. Resultsshowed that the successful cases(n=32) applied more features of game mechanics and game dynamics in variousways. Through this, we tried to build up categorization of gamification, the major applications of gamificationcan be converged into five primary areas: public policy, medical welfare, education, environmental protectionand corporation. Finally, we discussed about implications of using gamification for future direction.

참고문헌 (30)

  1. 정의준, "게이미피케이션에 기반한 게임 3.0 시대의변화 양상에 관한 연구- 게이미피케이션의 개념과 메커니즘을 중심으로", 한국컴퓨터게임학회논문지, 26(4), pp.87~97 (2013), (사)한국컴퓨터게임학회
  2. 이혜림, "디지털 레저 문화의 창의적 진화, 시리어스 게임", 한국콘텐츠학회 논문지, 13(12), pp.48~61 (2013), 한국콘텐츠학회[DOI]
  3. 이혜림, "디지털 게임(MMORPG)의 축제성에 관한 연구: 이행성 개념과 아바타를 중심으로", 영상문화, (23), pp.409~459 (2013), 한국영상문화학회
  4. Bunchball, Inc., "Gamification 101: An introduction to the use of game dynamics to influence behavior" (2010)
  5. Jorge Simões, "A social gamification framework for a K-6 learning platform", Computers in Human Behavior, 29(2), pp.345~353 (2013)
  6. GARTNER_INC, "Emerging Technologies Hype Cycle for 2013: Redefining the Relationship" (2013)
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  11. Huotari K., "Defining gamification: a service marketing perspective", Proceedings of the 16th International Academic MindTrek Conference (2012), ACM
  12. 정의준, "기능성 게임의 유형별 범주화와 개념 설정에 대한 연구-목적성 및 적용 이론을 중심으로", 한국컴퓨터게임학회논문지, 26(3), pp.61~69 (2013), (사)한국컴퓨터게임학회
  13. Mitchell, A., "The use of computer and video games for learning. A Review of the literature" (2004), Learning and Skills Development Agency
  14. ELSPA, "Unlimited learning: Computer and video games in the learning landscape" (2006), Entertainment and Leisure Software Publishers Association
  15. , Good game show korea 2013, Good Game Conference presentation (2013)
  16. 김성동, "게임화(Gamification)을 이용한 대안적 학습 모형개발 방법론에 관한 연구", 한국컴퓨터게임학회논문지, 25(4), pp.81~88 (2012), (사)한국컴퓨터게임학회

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