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원문정보

Design and Technical Development of Health Promotion Services Applied with Gamification

김두범, 김태원, 김경, 김성현

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초록

영어

Medical services, converged with information technology, are going beyond simple health diagnosis to embrace health improvement. Applications installed in various personal devices such as mobile phones are quantifying and accumulating abundant data, ushering in the age of personalized medical service. Motivation for such IT-based unconstrained health enhancement service, however, has long been a challenge for both service providers and users. As such, the present study suggests gamification of health promotion service as one of solutions to the problem, and analyzes the principle and elements of gamification to derive effective results. In addition, it examines seven strategies from exercise studies that adopted game aesthetics and gamification, or components of the Mechanics-Dynamics-Aesthetics (MDA) framework, and applies them to user interface and avatar design.

목차

ABSTRACT
 1. Introduction
 2. Previous Studies
  2.1 Gamification
  2.2 Elements of Gamification
  2.3 Supernormal Stimulus
 3. Health Promotion Services Applied with Gamification
  3.1 Information Flow of Health Promotion Services
  3.2 Graphic User Interface Prototype
 4. Avatar Design
  4.1 Preference Survey on Body Proportions
  4.2 Survey to Determine Facial Proportions
  4.3 Avatar Design
 5. Conclusions
 ACKNOWLEDGEMENT
 REFERENCES

저자정보

  • 김두범 Du-Beom Kim. Department of Fusion Design, Chungbuk Provincial College
  • 김태원 Tae-Won Kim. Department of Fusion Design, Chungbuk Provincial College
  • 김경 Kyong Kim. Department of Medical Electronics, Chungbuk Provincial College
  • 김성현 Seong-Hyun Kim. Department of Medical Electronics, Chungbuk Provincial College

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자료제공 : 네이버학술정보

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