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

원문정보

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

김정태

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초록

영어

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.

목차

ABSTRACT
 1. 서론
 2. 전자게임 이전의 '게임의 인문학'
  2.1 인류학과 게임
  2.2 역사학과 게임
  2.3 법률과 게임
  2.4 고고학과 게임
 3. 전자게임 속 인문학
  3.1 아케이드 게임 속 인문학 : 인간을 위한 기호학적 '이미지' 예술
  3.2 가정용 게임 속 인문학 : 게임비평 담론의 등장
  3.3 전자게임 속 언어/언어학
  3.4 게임예술 : 예술사적 접근의 시작
  3.5 전자게임과 문학
  3.6 게임 속 철학
  3.7 게임의 인문학적 영역확대와 예술의 실천
 4. 결론 및 제언
 Acknowledgement
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저자정보

  • 김정태 JungTae Kim. 동양대학교

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