This paper will verify the improvement in Life-logging application usage rate with the gamification factor as an element. We classified the gamification factor into three groups, such as, “Acting”, “Achievement”, and “Social”, and a total of four analysis were done consisting of each gamification factor separately and one all together. Usability evaluation questionnaires were conducted to verify functionality and satisfaction. It is expected that effective use of the gamification factor for the Life-logging application will serve as a basis for providing a more enjoyable behavior and application usage rate.
목차
ABSTRACT 1. Introduction 2. Usability 2.1 Usability 2.2 Usability evaluation 3. Production and experimentation of lifestyle contents with gamification 3.1 Experimental Method and Scope 3.2 Content creation and experimentation 4. Analysis of Usability Evaluation of Life Logging Content with Gamification 4.1 Usability evaluation analysis 4.2 Usability evaluation analysis result 4.3 Results 5. Conclusion Acknowledgment References
1. 게임산업을 활성화 하고,
2. 게임기술과 기술 인력을 양산할 수 있도록 교육기관의 교과과정을 개발하고,
3. 관련기술에 대한 연구발표회, 강연회, 강습회 등을 개최하며,
4. 학회지, 논문지 및 관련 문헌을 발간하고,
5. 게임 기술 개발을 위한 국제화, 표준화 등을 지원하고,
6. 산.학.연.관이 협동할 수 있는 국제적 학술교류 및 협력을 지원하고,
7. 회원 상호간의 공동 이익과 친목을 증진시킨다.
간행물
간행물명
컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) [Journal of Computer Games and Contents]
간기
월간
pISSN
3091-7409
eISSN
3092-3638
수록기간
2002~2026
등재여부
KCI 등재
십진분류
KDC 691DDC 793
이 권호 내 다른 논문 / 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제30권 제3호