본 연구에서는 정치관련 이슈정보에 대해 기초적인 게임메커닉스를 활용하여 정치인(정당)을 평가하는 블 록제인 기반의 게이미피케이션 시스템과 방법을 제안하고자 한다. 게이미피케이션은 플레이어들의 자발적 참여와 문제해결을 위해 게임적사고와 게임메커닉스(순위표, 점수, 단계, 가상증표, 아이템 등)를 적용하는 개념 이다. 게이미피케이션 연구에서 '플레이어'는 사용자, 관객, 고객, 손님, 구매자, 학습자, 환자, 군인 등을 포괄하므로, 이 논문에서 플레이어는 유권자(혹은 투표자)를 말하고, 이 표현들은 같은 의미로 병기하였다. 게이미피 케이션의 이론배경은 '게임요소'나 MDA프레임워크(게임메커닉스,게임역학,게임미학) 등의 '게임학 연구'를 기반 으로 한다. 이 논문에서는 효율적인 연구를 위해, 우선 기초적인 게임메커닉스만을 정치인(정당)의 성공적인 평가 시스템에 적용하였다. 정치인(정당) 평가에 게이미피케이션를 적용하려는 주목적은, 유권자(투표자)의 자 발적 정치참여를 독려하기 위함이며, 이 논문에서 제안하는 시스템과 방법이 적용된 이슈정보는 더 유익한 플 레이어 경험(PX) 창출에 도움을 줄 것이다. 끝으로, 본 정치 평가 인터렉티브 게임화 시스템과 방법 연구는, 보 안에 취약할 수밖에 없는 웹 또는 앱서비스의 한계를 보완하고자 블록체인을 기반으로 신뢰도를 높이고자 하였다.
This paper is to show how electronic game components can galvanize into the outdated regions. The purpose of this study is to research on game mechanics and PX(player experience) for the interactive urban regeneration design with gamification. Urban regeneration involves the old public, private and community sectors to improve the quality of urban life and to reach a sustainable development of urban economic. The gamification is the idea of using game-thinking and game mechanics to solve problem and engage players, so theoretical background of gamification is based on game design studies such as game components and MDA framework which consists of mechanics, dynamics, and aesthetics. Most of researchers regard game mechanics as game components and converse, but game mechanics is representative of these two terms. So this paper treats game mechanics as the first effective factor for successful urban renewal. Such games which have huge fans bring the powerful and manipulated user experience, a well-gamified applications can provide players (stand for users, audiences, customers, clients, buyers, learners, patients, soldiers, etc) with the supreme user experience, aka PX(player experience) causing playful behavior and a positive mindset. The main goal of gamification of urban regeneration is to encourage greater engagement in renewed town people(player) and aiding in creating richer experiences in everyday life events through game mechanics and PX. Also this paper shows tens of gamification ideas for interactive urban revitalization.
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.
This paper proposes a dynamical model for the gamification@learning and presents its simulation. Based on the theories of Game Design Features (GDF - cool features, fancy graphics, challenging puzzles, and an intriguing setting and story), Key Characteristics of a Learning Game (KCLG - Challenge, Curiosity, Fantasy and Control), a theory of educational environment design model (ARCS - attention, relevance, confidence and satisfaction), and the theoretical background of Gamification labeled as the MDA (Mechanics, dynamics, and aesthetics) framework, four primary factors such as curiosity, challenge, fantasy and control have been originated. By using these four primary factors, the dynamical model for Gamification was developed. In this paper an example for the model is considered and simulated. The example and simulation make the values and characteristics of the four primary factors meaningful. I posit that this dynamical model for the gamification can strengthen the ‘theoretical foundation’ of gamification as well as spread the idea of ‘the pure and right function of game’.
This paper proposes the expression `gamification@ (location or purpose)' with the intent of vitalizing the research of gamification and announcing a pure and right function of gaming to the public. It can strengthen the ‘theoretical foundation’ of gamification as well make it possible to foresee a universal application to nearly every aspect of life.