- 영문명
- Development of Gamification Elements for Life-logging Application
- 발행기관
- 한국컴퓨터게임학회
- 저자명
- 곽소정(Sojung Kwak) 권지은(Jieun Kwon)
- 간행물 정보
- 『한국컴퓨터게임학회논문지』제29권 4호, 43~48쪽, 전체 6쪽
- 주제분류
- 공학 > 컴퓨터학
- 파일형태
- 발행일자
- 2016.12.30
국문 초록
영문 초록
Recently, application content which is applied by gamification elements has been enhanced. However, gamification elements has not been strongly applied in the life-logging application. Because, this application is not focused on fun, but on the visualization of the data and the records of the user s external or internal information. Therefore, the purpose of this paper is to establish the gamification elements for life-logging service. To do this, the gamification elements were extracted and classified by surveys, exploratory factor analysis and confirmatory factor analysis. As a result, the gamification elements for life-logging applications are formed by three factors; ‘Acting’, ‘Achievement’, and ‘Social’. As the established gamification elements are effectively applied to life-logging applications, it is expected to be a basis for helping to provide enjoyable behavior and usability beyond the common function of user record.
목차
1. 서론
2. 게이미피케이션과 라이프로깅 애플리케이션
3. 라이프로깅 애플리케이션을 위한 게이미피케이션
4. 결론
해당간행물 수록 논문
참고문헌
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