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‘게이미피케이션 PX(플레이어 경험)’을 위한 ‘게임의 인문학’ 연구

A Study of ‘Humanities in Games’ for ‘PX(Player Experience) in Gamification’

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초록

The purpose of this paper is to research on humanities in real games and electronic games for PX(player experience) in gamification. The humanities are academic disciplines that study human culture. The humanities include anthropology, archaeology, history, law, languages, linguistics, literature, philosophy, performing arts. As a well-designed game brings the most powerful and sophisticated user(human) experience, a well-designed gamified application can provide players with the supreme user experience, aka PX(player experience) causing playful behavior and a positive mindset. Recently ‘gamification’ has been broadly accepted as a powerful motivator in various fields and the definition of gamification is expanding to take into consideration, ‘PX(player experience)’ because gamification is the idea of using game-thinking and game mechanics to solve problem and engage players. This paper analyzed and compared each sub-branches of humanities with real and electronic games historically for basic theoretical foundations of PX in gamification.

Abstract

The purpose of this paper is to research on humanities in real games and electronic games for PX(player experience) in gamification. The humanities are academic disciplines that study human culture. The humanities include anthropology, archaeology, history, law, languages, linguistics, literature, philosophy, performing arts. As a well-designed game brings the most powerful and sophisticated user(human) experience, a well-designed gamified application can provide players with the supreme user experience, aka PX(player experience) causing playful behavior and a positive mindset. Recently ‘gamification’ has been broadly accepted as a powerful motivator in various fields and the definition of gamification is expanding to take into consideration, ‘PX(player experience)’ because gamification is the idea of using game-thinking and game mechanics to solve problem and engage players. This paper analyzed and compared each sub-branches of humanities with real and electronic games historically for basic theoretical foundations of PX in gamification.

참고문헌 (24)

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