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게이미피케이션에 기반한 게임 3.0 시대의 변화 양상에 관한 연구 - 게이미피케이션의 개념과 메커니즘을 중심으로 KCI 등재

A Study on the Transitional Aspects of Game 3.0 Era - Based on Gamification Concepts and Mechanism

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한국컴퓨터게임학회 논문지 (Journal of The Korean Society for Computer Game)
한국컴퓨터게임학회 (Korean Society for Computer Game)
초록

Gamification is a new concept using elements of game mechanism with clear goals in non-game contexts. This idea has been used successfully in a variety of domains with positive effects of games and game culture. As games have been a powerful tool in persuasion and behavior changes with purposive desings, such gaming effects have brought about a new era, called “Game 3.0”. This paper proposes transitional aspects of Game 3.0 Era, by focusing on gamification concepts and applied game machanism. From previous literature, the structural elements of gamification can be derived from the concepts of play, entertainment game, edutainment, funware, and serious games. Likewise, core elements of gamification comprise participation & engagement (as motivational factors associated with digital games, GameFlow, E-GameFlow), game mechanics, and game dynamics. The various aspects of game eras from Game 1.0 to Game 3.0 are summarized and discussed.

목차
ABSTRACT
 1. 서론
 2. 게이미피케이션 개념과 구조적 요소
  2.1 게이미피게이션의 개념 및 정의
  2.2 게이미피케이션의 구조적 요소
 3. 게이미피케이션 메커니즘
  3.1 동기부여 및 참여와 몰입 효과
  3.2 게임 메커닉과 다이내믹의 개념 및 효과
 4. 게임의 진화: “게임3.0” 시대
 5. 요약 및 결론
 참고사항
 참고문헌
저자
  • 정의준(Department of Digital Culture & Contents, Konkuk University) | Eui Jun Jeong
  • 이혜림(Department of Digital Culture & Contents, Konkuk University) | Hye Rim Lee