과제정보
연구 과제 주관 기관 : 한국연구재단
참고문헌
- S. Deterding et al, "From game design elements to gamefulness: Defining gamification," in Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 2011, pp. 9-15.
- I. Bunchball, "Gamification 101: An introduction to the use of game dynamics to influence behavior," White Paper, vol. 9, 2010.
- J. Thom, D. Millen and J. DiMicco, "Removing gamification from an enterprise SNS," in Proceedings of the Acm 2012 Conference on Computer Supported Cooperative Work, pp. 1067-1070, 2012.
- G. Afentoulidis, Z. Szlavik, J. Yang, A. Bozzon, "Social gamification in enterprise crowdsourcing" Universite de Fribourg, 2018.
- D. Dicheva, C. Dichev, G. Agre, G. Angelova, "Gamification in education: a systematic mapping study", Journal of Educational Technology & Society, Vol. 18, No. 3, 2015.
- S. Kang, S. Park, S. Kim, "An Analysis of Global Gamification Cases in CS Education," Journal of Korea Game Society, vol. 17, No. 6, pp. 39-50, 2017. https://doi.org/10.7583/JKGS.2017.17.5.39
- Y. Chou, "Octalysis: Complete gamification framework," Yu-Kai Chou & Gamification, 2013.
- B. Morschheuser et al, "How to gamify? A method for designing gamification," in Proceedings of the 50th Hawaii International Conference on System Sciences 2017, 2017.
- K. Werbach and D. Hunter, The Gamification Toolkit: Dynamics, Mechanics, and Components for the Win. Wharton Digital Press, 2015.
- C. S. G. Gonzalez and A. M. Carreno, "Methodological proposal for gamification in the computer engineering teaching," in Computers in Education (SIIE), 2014 International Symposium on, 2014, pp. 29-34.
- S. Kim, K. Song, B. Lockee, J. Burton, "Gamification in Learning and Education: Enjoy Learning Like Gaming", Springer, 2017
- S. Kim, The Unicorn Game. Management of Technology Lab, 2016.
- B. Tinsman, The Game Inventor's Guidebook. Krause Publications, 2003.
- Y. Han, H. Nam, Y. Oh, J. Ryu, "Introduction to Education", Seoul: Hackjisa, 2007.
- J. Radoff, "Game on: Energize Your Business with Social Media Games", Wiley Hoboken. NJ, 2011.
- M. Csikszentmihalyi, "Flow and the psychology of discovery and invention," HarperPerennial, New York, vol. 39, 1997.
- S. Kim, "Analysis of engineering students' needs for gamification based on PLEX model," Journal on Knowledge and Data Engineering, vol. 1, No. 1, pp. 1-7, 2013.
- R. Bartle, "Virtual worlds: Why people play," Massively Multiplayer Game Development, vol. 2, No. 1, pp. 3-18, 2005.
- S. Kim, "Toward gamified classroom: Classification of engineering students based on the Bartle's player types model," International Journal of Digital Content Technology and its Applications (JDCTA), pp. 25-31, 2013.
- S. Park, S. Kim, "A Validation of Difference in Academical Achievement among Bartle's Player Types in Educational Gamification Environments," Journal of Korea Game Society, vol. 17, No. 4, pp. 25-36, 2017. https://doi.org/10.7583/JKGS.2017.17.4.25
- K. M. Kapp, "The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education", John Wiley & Sons, 2012.
- T. M. de Oliveira, "Ingress: A Restructuring of the ARG or a New Genre? An Ethnography of Enlightened and Resistance Factions," Alternate Reality Games and the Cusp of Digital Gameplay, vol. 5, pp. 288, 2017.
- M. Kang, "Developing a Big Game for Financial Education Using Service Design Approach," Journal of Educational Multimedia and Hypermedia, vol. 27, No. 2, pp. 267-287, 2018.
- J. Arrasvuori, M. Boberg, H. Korhonen, "Understanding playfulness-an overview of the revised playful experience (PLEX) framework," in Proc. of Design & Emotion 2010 Conference, Design and Emotion Society, 2010,.
- C. Vogler, M. montez, "The Writer's journey", Studio City: Michael Wiese Productions, 2007.
- R. Hunicke, M. LeBlanc, R. Zubek, "MDA: A formal approach to game design and game research," in Proceedings of the AAAI Workshop on Challenges in Game AI, 2004, pp. 1-5.
- S. Kim, Engineering and Management for Engineering Student. Hanbit media Pub, 2016.
- C. Marache-Francisco, E. Brangier, "Process of gamification," Proceedings of the 6th Centric, pp. 126-131, 2013.
- M. Raftopoulos, "Towards gamification transparency: A conceptual framework for the development of responsible gamified enterprise systems," Journal of Gaming & Virtual Worlds, vol. 6, No. 2, pp. 159-178, 2014. https://doi.org/10.1386/jgvw.6.2.159_1
- Y. Chou, "Actionable gamification," Beyond Points, Badges, and Leaderboards, 2015.
- A. Mora, D. Riera, C. Gonzalez, J. Arnedo-Moreno, "A literature review of gamification design frameworks", In Games and virtual worlds for serious applications (VS-Games), 2015 7th international conference on, pp. 1-8, 2015.
- A. AlMarshedi, V. Wanick Vieira, A. Ranchhod, "SGI: a framework for increasing the sustainability of gamification impact", International Journal for Infonomics, Vol, 8, No. 1/2, pp. 1044-1052, 2015. https://doi.org/10.20533/iji.1742.4712.2015.0123
- J. Lee, J. Kim, K. Seo, S. Roh, C. Jung, H. Lee, H. Ryu, "A Case Study in an Automotive Assembly Line: Exploring the Design Framework for Manufacturing Gamification", In Advances in Ergonomics of Manufacturing: Managing the Enterprise of the Future pp. 305-317, Springer, 2016
- Wikipedia, "ISO-IEC 9126"[Internet], Available: https://en.wikipedia.org/wiki/ISO/IEC_9126
- C. Leem, S. Kim, "Introduction to an integrated methodology for development and implementation of enterprise information systems", Journal of systems and software, Vol. 60, No. 3, pp. 249-261, 2002 https://doi.org/10.1016/S0164-1212(01)00096-6
- Naver Dictionary, "ISO-IEC 9126"[Internet], Available: https://terms.naver.com/entry.nhn?docId=3533051&cid=58528&categoryId=58528
피인용 문헌
- An optimized Number of Game Mechanics and PLEX Fun Factors for the Gamification Development vol.19, pp.10, 2018, https://doi.org/10.9728/dcs.2018.19.10.2009
- An Analysis of PLEX Fun Experience Preference by Player Types for Gamification Design vol.19, pp.11, 2018, https://doi.org/10.9728/dcs.2018.19.11.2227
- 게임 중독과 디지털 중독 예방을 위한 게이미피케이션 개발 요소 제언 vol.19, pp.1, 2018, https://doi.org/10.7583/jkgs.2019.19.1.95
- An Analysis of Game Mechanics Preference among Bartle’s Four Player Types vol.20, pp.10, 2018, https://doi.org/10.9728/dcs.2019.20.10.1899
- The Effect of Gamified Board Game on Job Stress Education vol.21, pp.6, 2020, https://doi.org/10.9728/dcs.2020.21.6.1069