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A Study on Gamification Consumer Perception Analysis Using Big Data KCI 등재

Se-won Jeon, Youn Ju Ahn, Gi-Hwan Ryu

국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 11 Number 3 2023.09 pp.332-337

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

The purpose of the study was to analyze consumers' perceptions of gamification. Based on the analyzed data, we would like to provide data by systematically organizing the concept, game elements, and mechanisms of gamification. Recently, gamification can be easily found around medical care, corporate marketing, and education. This study collected keywords from social media portal sites Naver, Daum, and Google from 2018 to 2023 using TEXTOM, a social media analysis tool. In this study, data were analyzed using text mining, semantic network analysis, and CONCOR analysis methods. Based on the collected data, we looked at the relevance and clusters related to gamification. The clusters were divided into a total of four clusters: 'Awareness of Gamification', 'Gamification Program', 'Future Technology of Gamification', and 'Use of Gamification'. Through social media analysis, we want to investigate and identify consumers' perceptions of gamification use, and check market and consumer perceptions to make up for the shortcomings. Through this, we intend to develop a plan to utilize gamification.

 
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