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A Proposal of Gamification Design Elements to prevent Game and Digital Addiction

게임 중독과 디지털 중독 예방을 위한 게이미피케이션 개발 요소 제언

  • Park, Sungjin (Dept. of Industrial Engineering, Kangwon National University) ;
  • Kim, Sangkyun (Dept. of Industrial Engineering, Kangwon National University)
  • 박성진 (강원대학교 산업공학전공) ;
  • 김상균 (강원대학교 산업공학전공)
  • Received : 2018.09.19
  • Accepted : 2019.01.24
  • Published : 2019.02.20

Abstract

The purpose of this study is to suggest ways to design gamification to improve the game and digital addiction. For the study, 782 of gmaification cases were collected and game mechanics and fun experience were analyzed by 4F process which is to design the effective gamification. To find the specific pattern, apriori algorithm, which is to find associated rules in transaction is applied to the 782 cases. According to the results, 63 of game mechanics associated rules are found. In the fun experience, 37 of associated rules are found. Based on the result, this study suggest the direction of gamification design for game and digital addiction improvement.

본 연구의 목적은 게임 중독을 개선하기 위한 게이미피케이션 개발 방법 방향 제언이다. 연구 진행을 위해 782개의 게이미피케이션 사례를 수집했다. 게이미피케이션 개발에 필요한 요소를 분석하기 위해 4F 프로세스를 기반으로 게임 메커닉스와 재미 경험을 분석했다. 분석한 사례를 기반으로 개발 요소 패턴을 분석하기 위해 아프리오리 알고리즘을 적용했다. 연구결과, 게임 메커닉스는 63개의 연관규칙이 발견됐다. 재미 경험은 37개의 연관규칙이 발견됐다. 본 연구 결과를 바탕으로 게임 중독 개선을 위한 게이미피케이션 개발 방향에 대해 제언한다.

Keywords

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[Fig. 1] Video Game Therapy To ready for the FDA Approval

[Table 1] Applied Game Mechanics Summary

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[Table 2] Applied PLEX Fun Factors

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[Table 3] Example of Apriori Algorithm

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[Table 4] Results of Descriptive Statistics

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[Table 5] This Study Results Summary

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