- 영문명
- A Study on the Transitional Aspects of Game 3.0 Era
- 발행기관
- 한국컴퓨터게임학회
- 저자명
- 정의준(Eui Jun Jeong) 이혜림(Hye Rim Lee)
- 간행물 정보
- 『한국컴퓨터게임학회논문지』제26권 4호, 87~97쪽, 전체 11쪽
- 주제분류
- 공학 > 컴퓨터학
- 파일형태
- 발행일자
- 2013.12.30
국문 초록
영문 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 structura 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
1. 서론
2. 게이미피케이션 개념과 구조적 요소
3. 게이미피케이션 메커니즘
4. 게임의 진화: “게임3.0” 시대
5. 요약 및 결론
참고사항
참고문헌
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