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Study and Research of Gamification Design

초록

영어

In this article, the concept of Gamification, the new 'it' marketing technique, is identified and actual application cases of Gamification are reviewed.Moreover this article draws out design elements of Gamification models and compares and analyzes difference between Gamification and traditional game methods based on the analyzed results.Gamification that achieves intended goal through game mechanism application to non-game fields is currently being combined and experimented in various fields and accordingly active research is under way.In the future, the prospect of well-designed Gamification development is that it will allow Gamification expansion to various fields from finance, entertainment, shopping, productivity and services to large scale collaboration, collective intelligence and education

목차

Abstract
 1. Introduction
 2. Gamification Application
  2.1. “Samsung Nation” and “Gold Rush” Promotion of Samsung Electronics
  2.2. Foursquare Reward System through Smart Phone App and Badges
  2.3. Integration of Sports and App
  2.4. Fun Theory Campaign of Volkswagen
  2.5. Gamification Utilization for Social Survey
  2.6. Siemens "Plantville," a Recruitment System using Gamification
 3. Comparing Gamification Case Studies
 4. Design elements of Gamification
  4.1 Self-expression
  4.2 Reward
  4.3 Status
  4.4 Competition
 5. Difference between Gamification and traditional game methods
 6. Prospect of Gamification
 7. Conclusion
 References

저자정보

  • Hee Jung Park Department of Film Animation, Daegu Arts University, Daegu, South Korea
  • Jae Hwan Bae Department of Game Engineering, Tongmyong University, Busan, South Korea

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