In this article, the concept of Gamification, the new 'it' marketing technique, is identified and actual application cases of Gamification are reviewed.Moreover this article draws out design elements of Gamification models and compares and analyzes difference between Gamification and traditional game methods based on the analyzed results.Gamification that achieves intended goal through game mechanism application to non-game fields is currently being combined and experimented in various fields and accordingly active research is under way.In the future, the prospect of well-designed Gamification development is that it will allow Gamification expansion to various fields from finance, entertainment, shopping, productivity and services to large scale collaboration, collective intelligence and education
목차
Abstract 1. Introduction 2. Gamification Application 2.1. “Samsung Nation” and “Gold Rush” Promotion of Samsung Electronics 2.2. Foursquare Reward System through Smart Phone App and Badges 2.3. Integration of Sports and App 2.4. Fun Theory Campaign of Volkswagen 2.5. Gamification Utilization for Social Survey 2.6. Siemens "Plantville," a Recruitment System using Gamification 3. Comparing Gamification Case Studies 4. Design elements of Gamification 4.1 Self-expression 4.2 Reward 4.3 Status 4.4 Competition 5. Difference between Gamification and traditional game methods 6. Prospect of Gamification 7. Conclusion References
보안공학연구지원센터(IJSEIA) [Science & Engineering Research Support Center, Republic of Korea(IJSEIA)]
설립연도
2006
분야
공학>컴퓨터학
소개
1. 보안공학에 대한 각종 조사 및 연구
2. 보안공학에 대한 응용기술 연구 및 발표
3. 보안공학에 관한 각종 학술 발표회 및 전시회 개최
4. 보안공학 기술의 상호 협조 및 정보교환
5. 보안공학에 관한 표준화 사업 및 규격의 제정
6. 보안공학에 관한 산학연 협동의 증진
7. 국제적 학술 교류 및 기술 협력
8. 보안공학에 관한 논문지 발간
9. 기타 본 회 목적 달성에 필요한 사업
간행물
간행물명
International Journal of Software Engineering and Its Applications
간기
월간
pISSN
1738-9984
수록기간
2008~2016
등재여부
SCOPUS
십진분류
KDC 505DDC 605
이 권호 내 다른 논문 / International Journal of Software Engineering and Its Applications Vol.8 No.8