• Title/Summary/Keyword: Gamification Design

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The Design of Gamification to Improve Youth's Creativity : The Cases of 'Idea League' and 'Idea Company' (청소년의 창의성 향상을 위한 게이미피케이션 설계 방안 : '아이디어 리그' 및 '아이디어 컴퍼니' 사례)

  • Chung, Do-Bum;Jang, Hye-Jeong;Lee, Kyuhong;Lee, Hwanjoo
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.47-60
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    • 2019
  • This study presents the cases of 'Idea League' and 'Idea Company' designed to improve the creativity of youth, the protagonist of the future startup in 'Idea Maru' platform. The 'Idea League' is a service where youths suggest ideas about questions that require creativity, and it can be fun to compete rankings of ideas or directly evaluate other ideas. Besides, 'Idea Company' is a service for youths to establish a virtual company, and they can receive mentoring and simulated investment for the established virtual company. The result of this study suggests that gamification can be applied in non-game areas, and it will contribute to spreading positive perception of the game.

A Study on the User Experience of Gamification Elements in Mobile Commerce in Korea (국내 모바일 커머스 게임화 요소의 사용자 경험 연구)

  • So Young Lee;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.155-161
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    • 2024
  • This study investigates user experiences of reward-based mini-games, gamified elements within the domestic mobile commerce sector. Recently, gamification marketing strategies have been actively employed in mobile commerce services to attract customers, increase dwell time, and enhance revisit rates. Conducting research on user experiences of gamified elements, we quantified evaluations of how users perceive these elements within mobile commerce. Using enjoyment, immersion, rewards, value, and utility as criteria, we designed a questionnaire and conducted surveys, followed by 1:1 in-depth interviews with users aged 20 to 40. The experimental results highlight the need for strategies to increase user satisfaction in terms of enjoyment and immersion, as well as the necessity to enhance user experiences related to predictable reward systems and product exploration to facilitate product purchases. It is hoped that this study will provide insights for companies seeking to incorporate gamified elements into their marketing strategies and improve user experiences.

Design of Gamification-based Digital Therapy Application for Relaxing SNS Addiction (SNS 중독 완화를 위한 게이미피케이션 기반 디지털 테라피 어플리케이션 설계)

  • Lee, Gyunhwan;Cho, Dae-Soo;Kim, Seon-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.367-368
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    • 2020
  • 최근 SocailNetworkService(SNS) 플랫폼은 중독을 유발하는 알고리즘을 통해서 시장점유율을 높이는 전략을 사용하고 있다. 이에 따른 부작용으로 일상생활에 무리가 갈 정도의 사용자가 나타나고 있다. SNS 중독 사용자는 스스로가 문제를 인지하고 있으나 자제를 못하고 있어 SNS 중독 완화를 돕는 어플리케이션이 개발되고 있다. 이러한 어플리케이션은 일정 부분 중독 완화에 도움은 주고 있으나 다음과 같은 문제점을 갖는다. 첫째 일반적으로 SNS 사용자는 여러 SNS를 동시에 사용하기 때문에 이를 통합하여 볼 수 있는 기능이 필요하다. 기존 어플리케이션에서는 특정 SNS만을 대상으로 하는 문제가 있다. 둘째 SNS의 사용량을 표현하는 방식이 단순이 그래프 형태로만 지원되어 다양한 정보 제공에 한계가 있다. 마지막으로 SNS의 과도한 사용에 대한 경각심을 새겨줄 수 있는 요소가 부족하다. 이 논문에서는 여러 SNS 사용량을 통합하여 제공하는 대시보드 기능, 게이미피케이션 요소를 접목하여 사용량을 다양한 가치로 보여주는 기능, 그리고 SNS 중독 정도에 따라 다양한 공포소구 메시지를 지원하는 기능을 통해 SNS 사용자의 중독 완화를 지원하는 어플리케이션을 제안한다.

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A Study on Home Economics Education Lesson Plan Design Using Gamification: Focusing on 'Eco-friendly Clothing Life Cycle' Theme (게이미피케이션을 활용한 가정과 수업 설계에 관한 연구: '환경친화적 의류 라이프 사이클' 주제를 중심으로)

  • Jang, Eun Ju;Kim, Hye Rin;Lee, Su Kyung;Kim, Eun Jo;Hwang, Shin Hye;Kim, Ji Seul;Kim, Nam Eun
    • Journal of Korean Home Economics Education Association
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    • v.34 no.1
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    • pp.35-57
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    • 2022
  • This study developed an 'Eco-friendly Clothing Life Cycle' class applying gamification. And the effect of and learners' satisfaction on the class were examined after implementation. The developed class was applied to 40 sophomore students from "A" high school in Gyeonggi-do from February 3, 2022, to February 10, 2022, in a total of 4 sessions. The class was conducted in the stages of production-distribution-consumption-disposal, and was conducted in a way that a mission is solved after learning in Gather Town. It is designed so that learners continuously repeat learning until they accomplish the mission. The learners completed pre-class and post-class questionnaires. And a focus group interview was conducted with a randomly selected group of three learners. According to the pre-/post-class test comparison, the gamification class on the theme of "Eco-friendly Clothing Life Cycle" was found not to have a significant effect on learners' immersion or self-directed learning attitudes. However, in the case of the learners with high levels of non-immersion tendency, the level of immersion in the class increased, and the satisfaction level was positively associated with the level of immersion and self-directed attitude. Learners expressed 'concern' and 'expectation' about the gamification class, and said that although the developed class was using a 'new teaching method', 'appropriate use' was necessary. And learners were evaluated this class as a 'student-centered class' and acknowledged that it allowed 'self-directed learning'. The teacher who implemented the class said that this class was more effective in attracting students' expectations and interests compared to the conventional classes, and that the class in the meta-verse environment was perceived as a new type of class in the non-face-to-face era. The teacher also mentioned that when applied to the actual educational field, a detailed design is needed that allows the learners to proceed smoothly, and the role of the teacher in the class was more important. And the teacher also mentioned that the class should be properly designed so that the expectations given by the 'game' do not obscure the essence of the class.

A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art (뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구)

  • Kim, Tae-Eun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.113-125
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    • 2018
  • In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.

A Study on the amusement Experience of Mobile Music Play in the MZ Generation (MZ세대의 모바일 음악재생에 대한 유희적 경험 연구)

  • Lee, Ji-Su;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.177-183
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    • 2021
  • Unlike the value-oriented tendency of the older generation, the MZ generation, which is emerging as a new consumer, values individual happiness and satisfaction by recognizing consumption as a kind of play, and clearly reveals its playful characteristics compared to other generations. Therefore, this study identified users' needs for interaction elements that can give a playful stimulus to the music player UI, a key function of the music streaming app, one of the universal play activities of the MZ generation. Through previous studies, the concept and characteristics of microinteraction and gamification that can be used as play elements and the relationship between play and art as well as playful characteristics of the MZ generation were summarized. In addition, the current status was identified through case analysis of the existing music app's music player UI and user interviews were conducted through contextual inquiry methods. Afterwards, I was able to identify the positive need to apply playful elements to the music player UI through analysis of user behavior patterns, and based on this, I discovered the possibility of providing an immersive music listening experience through playful interaction.

Digitalization of Fashion Shows in the Pandemic Era - A Focus on Fashion Films and Fashion Gamification - (팬데믹 시대의 패션쇼의 디지털화 - 패션 필름과 패션 게이미피케이션을 중심으로 -)

  • Kang, Soojung;Chun, Jaehoon
    • Fashion & Textile Research Journal
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    • v.24 no.1
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    • pp.29-41
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    • 2022
  • With the outbreak of the COVID-19 pandemic, global fashion brands have been hosting online fashion shows instead of offline ones. In light of the current pandemic scenario, this research conducted a study on digital fashion shows held online, specifically focusing on two types of shows: fashion films and games. This study examined the characteristics of changes in digital fashion shows as well as their limitations. The case studies analyzed fashion shows from January 2020 to July 2021, with a focus on the 2021 S/S and 2021 F/W seasons, and 26 fashion shows from 23 brands. The results of this study were as follows: First, digital fashion shows transcended physical limitations through virtualization and non-face-to-face communication, breaking free of the limits of space and time in reality. Second, the entertainment role of fashion shows was strengthened. However, online fashion shows had limitations as they lacked a sense of reality and distracted viewers' attention from fashion products. This study has practical implications as it proposes a path for the development of digitalized fashion shows by addressing its current limitations. Overcoming these shortcomings, post-pandemic fashion shows would be more diverse, flexible, and creative. Consequently, following the pandemic period, we look forward to new types of fashion shows using digital imaging technologies.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

Research on the Short-term Memory Effects on VR Tour Games

  • Sui, Qiao;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.24 no.7
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    • pp.922-932
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    • 2021
  • This thesis mainly studies the impact of short-term memory in VR tour games on users. The thesis is based on VR tour games and short-term memory, using the literature research method, the practical research method, and the investigation method. First, the author designs and makes VR tour games on the Beijing-Hangzhou Grand Canal, and then conducts a questionnaire survey and designs a control experiment. The experiment explores the differences of the short-term memory level of individuals between the normal environment and the VR tour game environment. It verifies whether the influential hypothesis proposed by the research is correct. Research conclusions show that: VR tour games have an impact on short-term memory. Compared with the normal environment, the subjects have better performance in the VR tour game mode and can maintain a high short-term memory level for a longer time. Its conclusions should promote the cultural propaganda of scenic spots and provide theoretical support for tourists' short-term memory of scenic spots culture.

Gamified Contents Management System design for continuous and voluntary participation of Users (사용자의 지속적이며 자발적인 참여를 위한 게임화 기반의 콘텐츠 관리 시스템 설계)

  • Choi, Won-Kyum;Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.5-16
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    • 2018
  • It is very difficult, but important, to induce and maintain voluntary user engagement in content. For example, many Internet contents provide financial rewards for the user's participation and maintenance. However, there are limitations to methods such as stimulating only external motivations, such as monetary rewards, and sophisticated design and management are needed to obtain sustained and voluntary user participation in content. For this purpose, we propose a Gamified CMS that extends the existing Content Management System (CMS) by referring to the example of the Gamified Learning Management System. This will ultimately increase the participation and commitment of users in content.