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논문검색

게이미피케이션에 기반한 라이프로깅 콘텐츠의 사용성 평가 분석

원문정보

Usability Evaluation Analysis of Life-logging Contents Based on Gamification

곽소정, 권지은

피인용수 : 0(자료제공 : 네이버학술정보)

초록

영어

This paper will verify the improvement in Life-logging application usage rate with the gamification factor as an element. We classified the gamification factor into three groups, such as, “Acting”, “Achievement”, and “Social”, and a total of four analysis were done consisting of each gamification factor separately and one all together. Usability evaluation questionnaires were conducted to verify functionality and satisfaction. It is expected that effective use of the gamification factor for the Life-logging application will serve as a basis for providing a more enjoyable behavior and application usage rate.

목차

ABSTRACT
 1. Introduction
 2. Usability
  2.1 Usability
  2.2 Usability evaluation
 3. Production and experimentation of lifestyle contents with gamification
  3.1 Experimental Method and Scope
  3.2 Content creation and experimentation
 4. Analysis of Usability Evaluation of Life Logging Content with Gamification
  4.1 Usability evaluation analysis
  4.2 Usability evaluation analysis result
  4.3 Results
 5. Conclusion
 Acknowledgment
 References

저자정보

  • 곽소정 Sojung Kwak. Game Contents, Kimpo University
  • 권지은 Jieun Kwon. Intelligent Engineering Infomatics for Human, Sangmyung University

참고문헌

자료제공 : 네이버학술정보

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