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게임거리 조성을 위한 시설환경 콘셉트디자인 연구- 도시재생 게이미피케이션과 PX(플레이어 경험) 중심으로 -

The Conceptual Design of Youth Facility & Environment for Game Street - Focusing Urban Revitalization and PX(Player Experience) in Gamification -

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초록

This paper is to propose a Conceptual Design of Game Street, aka gamified street, for youth facilityand environment. The purpose of this study is to research on the game street as youth facility for galvanizinginto the economic downturn regions with gamification. The gamification is the idea of using game-thinking andgame elements to solve problem and engage players(Kim, J.T. et al, 2014). A well-gamified things(applications,places, services) can provide players (stand for users, citizen, audiences, customers, clients, buyers, learners,patients, soldiers, etc) with the supreme user experience, aka PX(player experience) causing playful behavior anda positive mindset. So gamified items can promote the depressed street to improve the quality of youth’s lifeand to reach a sustainable development of urban economic. This proposal treats the gamified street as the mosteffective way for meaningful youth facility and environment. The main goal of a gamified street is to encouragegreater engagement in young people(player) and to make richer experiences through gamification. This paperpropose a conceptual design of game street with five zones focusing on PangyoTechnovalley in Seongnam City. The gamified items for youth facility and environment on this game street derive from tens of gamification casesas pre-studies treated.

Abstract

This paper is to propose a Conceptual Design of Game Street, aka gamified street, for youth facilityand environment. The purpose of this study is to research on the game street as youth facility for galvanizinginto the economic downturn regions with gamification. The gamification is the idea of using game-thinking andgame elements to solve problem and engage players(Kim, J.T. et al, 2014). A well-gamified things(applications,places, services) can provide players (stand for users, citizen, audiences, customers, clients, buyers, learners,patients, soldiers, etc) with the supreme user experience, aka PX(player experience) causing playful behavior anda positive mindset. So gamified items can promote the depressed street to improve the quality of youth’s lifeand to reach a sustainable development of urban economic. This proposal treats the gamified street as the mosteffective way for meaningful youth facility and environment. The main goal of a gamified street is to encouragegreater engagement in young people(player) and to make richer experiences through gamification. This paperpropose a conceptual design of game street with five zones focusing on PangyoTechnovalley in Seongnam City. The gamified items for youth facility and environment on this game street derive from tens of gamification casesas pre-studies treated.

참고문헌 (17)

  1. Kim, J.T., "Gamification : Play the World", Korea Game Society, pp.24~ (2014)
  2. Kim, J. T., "Dynamical Model for Gamification of Learning(DMGL) : Optimization of Four Primary Factors of Learning Games for Improving the Educational Effectiveness", Doctoral, pp.2014
  3. Kim, J.T., "Dynamical Model for Gamification of Learning(DMGL)", Multimedia Tools and Applications, 74(19), pp.8483~8485 (2015)
  4. 김정태, "‘게이미피케이션 PX(플레이어 경험)’을 위한 ‘게임의 인문학’ 연구", 한국컴퓨터게임학회논문지, 28(2), pp.221~230 (2015), (사)한국컴퓨터게임학회[DOI]
  5. 김정태, "도시재생 게이미피케이션 연구: 게임메카닉스와 PX(플레이어 경험)를 중심으로", 한국컴퓨터게임학회논문지, 30(2), pp.143~159 (2017), (사)한국컴퓨터게임학회[DOI]
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