• Title/Summary/Keyword: Gamification Mechanism

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Research on Gamification Incentive Mechanism of E-commerce Platform

  • Zhao, Qiu-Yue;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.25 no.7
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    • pp.973-982
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    • 2022
  • As a new marketing tool, gamification design has been used in marketing practice by e-commerce platforms, aiming to motivate consumers to participate. Based on this, by sorting out relevant domestic and foreign literature, analysis of actual business cases, in-depth interviews with users, experiments and data analysis, this study extracts and describes in detail the elements of the e-commerce platform gamification incentive mechanism. Draw conclusions through research: (1) The incentive mechanism of gamification design of e-commerce platform contains four main dimensions : The richness of symbols, The fun of gamification, The contagiousness of Social and The seduction of achievement. (2) The four elements are closely related, and these can work on a system at the same time and have significant mutual effects. (3) Achievement and fun can bring intrinsic motivation to consumers, while sociability and symbols can bring external motivation to consumers and promote internal motivation through external motivation. (4) The seduction of achievement and the richness of symbol are most closely related.

Teaching Book and Tools of Elementary Network Security Learning using Gamification Mechanism (게이미피케이션 메커니즘을 이용한 초등 네트워크 정보보안 학습교재 및 교구 개발)

  • Lee, Donghyeok;Park, Namje
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.3
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    • pp.787-797
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    • 2016
  • This paper is directed for the information security education of the elementary students. The dependence on human involvement and human behavior to protect information assets necessitates an information security education to make the awareness of their roles and responsibilities towards information security. The information security education is needed even to elementary school students. The information security learning model integrating knowledge, attitudes, and ways to practice was developed, and the teaching plan and learning material hand-out were accordingly made out. As the test result analysis, it was verified that the developed teaching tools of elementary network security learning using gamification mechanism was effective to help the students learn the knowledge, attitudes, skills and ways to practice.

A Study on Development Direction of Public Interest Contents through Gamification Case Analyses in Domestic and Foreign Environmental Fields (국내·외 환경분야 게이미피케이션 사례분석을 통한 공익 콘텐츠 개발 방향 연구)

  • Kim, Joo Woo;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.161-182
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    • 2014
  • As environmental problems such as global warming, and ecocide have a great influence on society, the attention to environmental pollution is being expanded. To solve the environmental problems, the awareness and practice of members of society in question is required. However, it has been found that few people are participating in practising environmental protection in real life. Our main goals are to show that Gamification has great potential in delivering messages for public interest and to suggest guidelines for researchers and public contents developers who engage in designing in relation to Gamification. Based on the domestic and foreign theoretical investigations, we found that Gamification mechanism made based on psychological mechanism of users aims at public interests' value by maximizing motivations of users and spreading social relationships among people. As shown in the case study, if contents are developed by reflecting the elements which stimulate challenging of users, the elements which can express their opinions, and the elements of altruism which form the sympathy in the development of public interest contents in the future, practical participation of people to solve social problems can be expected.

A Comparative Study on the Differences in Cultural Attributes of Gamification between Korea and Austria (게이미피케이션 요소의 문화적 차이에 대한 한국-오스트리아 비교 연구)

  • Kim, Jongwoo;Kim, Sangwook
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.1
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    • pp.109-122
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    • 2018
  • Gamification is receiving much attention from a variety of fields of life as it has tremendous potential to help people get experienced with 'fun' by the elements of game mechanism and thus attract their voluntary participation eventually to reach the state of 'flow'. Some studies examined this process with a focus the relationship between game elements and flow while others regarded the game elements as fun elements and discussed the relationship between fun and flow. However, starting from the fact that the fundamental reason humans play a game is for fun and fun is in turn induced through game elements, our study defines fun as an emotion and uses it a factors are also introduced as control variables for the study on the belief that game elements affecting fun will apparently vary depending on the cultural dimensions. This study confirms that difference exists in correlations between game element, fun, and flow, depending on the different cultural settings. By comparing samples from Korea and Austria, each representing the east and the west respectively, it was found that 'social fun' affects flow and both 'relationship' and 'reward' are in turn affecting social fun in case of Korea. On the other hand, Austrian case reveals that cognitive fun affects flow and game elements affecting cognitive fun are 'story' and 'reward'.

A Case Study on the corporate Organizational Motivation of Gamification Mechanism (게이미피케이션 메커니즘의 기업 조직 내 동기부여 사례연구)

  • Ha, Jin-Ju;Ahn, Mi-Lee
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.69-72
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    • 2018
  • 4차 산업혁명의 본격화로 과거 효율성과 생산성이 중점이 되던 경영 패러다임에서 벗어나 혁신, 창의성, 유연성이 대두되는 경영 패러다임으로 변화되고 있다. 이러한 변화된 환경 속에서는 조직 구성원들의 창의적인 업무수행이 조직에게 경쟁우위를 가져다주는 새로운 지식과 아이디어의 원천이면서 동시에 기업이 지속적으로 성장하고 살아남기 위한 필수 요소가 된다. 조직 및 상사의 강제적 견인보다는 구성원들 스스로 목적의식을 가지고 업무를 수행하는 과정에서 창의적 업무수행은 가장 잘 발현될 수 있으며, 본 연구를 통해 창의적 업무수행 과정에서 가장 핵심이 되는 내재적 동기부여의 관점에 초점을 맞추어 게이미피케이션 메커니즘과 접목시켰을 때 조직구성원들에게 동기부여를 발현시킬 수 있는지에 대해 연구하고자 한다.

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Development of a STEAM Program to Learn the Principles of Quantum Mechanics by applying the Gamification Mechanism (게이미피케이션 메카니즘을 적용한 양자역학 원리를 배우는 STEAM 프로그램 개발)

  • Ko, Daehoon;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.507-518
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    • 2016
  • In this paper, in order to offer the opportunity to indirectly experience STEAM education and the profession of a quantum computer professional, one of computer experts as a promising occupation of the future, its correlation to the national curriculum was analyzed. STEAM educational program in this paper was developed through which the third or fourth graders in elementary schools can learn about a quantum computer expert and think about it in relevance to their future careers. Yet, it's almost impossible for the students to understand the basic theories of quantum computer based on quantum mechanics, one of most difficult areas of physics. Accordingly, in this proposed textbook, gamification mechanism was applied to arouse students' interest. Moreover, the textbook was developed and applied to the field directly in the way that students would be able to indirectly experience quantum spin, one of most basic principles of quantum computer, quantum cryptography related to quantum computer, incomplete quantum computer and etc. The STEAM educational program for future careers offered in this research is expected to create positive effects for students to explore careers relevant to IT, and to develop related qualities.