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Gamification: Its’Importance and Limitations

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Recently, interest in gamification has been increasing. With the advent of the smartphone era,game design techniques are being used for smartphone applications, which have rapidly increased consumption, and their necessity and usefulness has become widely known. This paper introduce some definitions and category of gamification and suggest modified concept of gamification, Also this paper introduce representative examples in various fields. Lastly this paper identify the limitations of gamification through the analysis of various examples. Although we acknowledge the importance and effectiveness of gamification, it is more important to understand the advantages and limitation of it when we apply.

Abstract

Recently, interest in gamification has been increasing. With the advent of the smartphone era,game design techniques are being used for smartphone applications, which have rapidly increased consumption, and their necessity and usefulness has become widely known. This paper introduce some definitions and category of gamification and suggest modified concept of gamification, Also this paper introduce representative examples in various fields. Lastly this paper identify the limitations of gamification through the analysis of various examples. Although we acknowledge the importance and effectiveness of gamification, it is more important to understand the advantages and limitation of it when we apply.

참고문헌 (20)

  1. Jon Radoff, "Energize Your Business with Social Media Games" (2011), Wiley
  2. 김성동, "게임화(Gamification)을 이용한 대안적 학습 모형개발 방법론에 관한 연구", 한국컴퓨터게임학회논문지, 25(4), pp.81~88 (2012), (사)한국컴퓨터게임학회
  3. 김정태, "Dynamical Model for Gamification@Learning", 한국컴퓨터게임학회논문지, 26(1), pp.217~220 (2013), (사)한국컴퓨터게임학회
  4. 김정태, "Gamification Movement : `Gamification@'", 한국컴퓨터게임학회논문지, 25(4), pp.213~218 (2012), (사)한국컴퓨터게임학회
  5. "more than 50 percent of organizations that manage innovation processes will gamify those processes"[URL]
  6. Deterding, Dison, "Gamification: Toward a Definition", CHI 2011, Vancouver, BC, Canada. ACM, pp.2~ (2011)
  7. Detering, "ibid", 2~
  8. Detering, "ibid", ~
  9. Zichermann, "Gamification by Design", pp.33~34 (2011), OReilly Media
  10. "ibid", 156~160
  11. "Functional Exercise Machine: Exercise Bike Combined with the Game Machine", Chosun Ilbo newspaper article, Dec. 4, 2006, ~ (2006)
  12. David Edery, "Changing the Game", pp.173~174 (2009), Communication Books
  13. Ryan, "Self-determination Theory and the Facilitation of Intrinsic Motivation, Social Development and Well-being", American Psychology, 55(1), pp.68~78
  14. Daniel Pink, "Drive: The Surprising Truth About What Motivates Us", pp.34~ (2011), ChungRim Publishing
  15. Zichermann, "Gamification by Design", pp.66~ (2011), OReilly Media
  16. Jon Radoff, "Energize Your Business with Social Media Games", pp.196~199 (2011), Wiley
  17. "ibid", ~
  18. Jane McGonigal, "Reality Is Broken(Korean edition)" (2011), RHKorea

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