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게이미피케이션 PX(플레이어 경험)'을 위한 '게임의 인문학‘연구 KCI 등재

A Study of 'Humanities in Games‘for 'PX(Player Experience) in Gamification'

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

The purpose of this paper is to research on humanities in real games and electronic games for PX(player experience) in gamification. The humanities are academic disciplines that study human culture. The humanities include anthropology, archaeology, history, law, languages, linguistics, literature, philosophy, performing arts. As a well-designed game brings the most powerful and sophisticated user(human) experience, a well-designed gamified application can provide players with the supreme user experience, aka PX(player experience) causing playful behavior and a positive mindset. Recently 'gamification‘has been broadly accepted as a powerful motivator in various fields and the definition of gamification is expanding to take into consideration, 'PX(player experience)‘because gamification is the idea of using game-thinking and game mechanics to solve problem and engage players. This paper analyzed and compared each sub-branches of humanities with real and electronic games historically for basic theoretical foundations of PX in gamification.

목차
ABSTRACT
  1. 서론
  2. 전자게임 이전의 `게임의 인문학`
  3. 전자게임 속 인문학
  4. 결론 및 제언
  참고문헌
저자
  • 김정태(Department of Liveral Arts, DongYang University) | JungTae Kim Correspondence to