게이미피케이션에 기반한 라이프로깅 콘텐츠의 사용성 평가 분석
(주)코리아스칼라
- 최초 등록일
- 2023.04.05
- 최종 저작일
- 2017.09
- 7페이지/ 어도비 PDF
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서지정보
ㆍ발행기관 : 한국컴퓨터게임학회
ㆍ수록지정보 : 한국컴퓨터게임학회 논문지 / 30권 / 3호
ㆍ저자명 : 곽소정, 권지은
목차
ABSTRACT
1. Introduction
2. Usability
3. Production and experimentation of lifestyle contents with gamification
4. Analysis of Usability Evaluation of Life Logging Content with Gamification
5. Conclusion
References
영어 초록
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.
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