라이프로깅 애플리케이션을 위한 게이미피케이션 요소 정립
(주)코리아스칼라
- 최초 등록일
- 2023.04.05
- 최종 저작일
- 2016.12
- 6페이지/ 어도비 PDF
- 가격 4,000원
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서지정보
ㆍ발행기관 : 한국컴퓨터게임학회
ㆍ수록지정보 : 한국컴퓨터게임학회 논문지 / 29권 / 4호
ㆍ저자명 : 곽소정, 권지은
목차
ABSTRACT
1. 서론
2. 게이미피케이션과 라이프로깅 애플리케이션
3. 라이프로깅 애플리케이션을 위한 게이미피케이션
4. 결론
참고문헌
영어 초록
Recently, application content which is applied by gamification elements has been enhanced. However, gamification elements has not been strongly applied in the life-logging application. Because, this application is not focused on fun, but on the visualization of the data and the records of the user's external or internal information. Therefore, the purpose of this paper is to establish the gamification elements for 'life-logging' service. To do this, the gamification elements were extracted and classified by surveys, exploratory factor analysis and confirmatory factor analysis. As a result, the gamification elements for life-logging applications are formed by three factors; ‘Acting’, ‘Achievement’, and ‘Social’. As the established gamification elements are effectively applied to life-logging applications, it is expected to be a basis for helping to provide enjoyable behavior and usability beyond the common function of user record.
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