DOI QR코드

DOI QR Code

A Study on Gamification Consumer Perception Analysis Using Big Data

  • Se-won Jeon (Department of Immersive Content Convergence, Graduate School, Kwangwoon University) ;
  • Youn Ju Ahn (Department of Public Adminstration, Graduate School, Kwangwoon University) ;
  • Gi-Hwan Ryu (Department of Tourism and Food Industry, Graduate School of Smart Convergence, Kwangwoon University)
  • Received : 2023.08.03
  • Accepted : 2023.08.29
  • Published : 2023.09.30

Abstract

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.

Keywords

References

  1. Kang Sung-ho, Lee Han-geun and Jo Bo-gyeong, "The Effects of Mobile Advertising on Advertising Engagement and Advertising Attitude: Evidence from Gamification Advertising," Korean Business Education Review, Vol. 34, No. 2, pp. 283-303, 2019.DOI: https://doi.org/10.23839/kabe.2019.34.2.283
  2. Wan-Min Kim, Seongho Kang and Hangeun Lee, "The Effects of Consumer Experiences toward Gamification Advertising on Brand Attitude," Korean Journal of Business Administration, Vol. 33, No. 6, pp. 1019-1040, 2020.
  3. Anna Han, "A Systematic Literature Review of Research Trends in Domestic Gamification," The Korea Contents Association, Vol. 18, No. 5, pp. 566-578, 2018. DOI: https://doi.org/10.5392/JKCA.2018.18.0.566
  4. Dongyeop Lee, "Future Game Market Outlook Based on Gamification's Definition and Case Analysis," Journal of Digital Design, Vol. 11, No. 4, pp. 450-457, 2011. https://doi.org/10.17280/jdd.2011.11.4.044
  5. Boh-Youn Kwon and Chul-Gyun Lyou, "The meta-analysis of domestic gamification research : status and suggest," Korea Humanities Content Society, Vol. 39, pp. 97-124, 2015. DOI: https://doi.org/10.18658/humancon.2015.12.39.97
  6. ChangSeop Rhee and SeungBum Soh, "A Case Study of Social Enterprises Using Gamification: Treeplanet," Journal of Korea Game Society, Vol. 23, No. 2, pp. 45-54, 2023. DOI: https://doi.org/10.7583/JKGS.2023.23.2.45
  7. Li YongKang, "A Study on the Application of Gamification in Fitness Apps Based on Octalysis Framework," A Journal of Brand Design Association of Korea, Vol. 20, No. 4, pp. 59-70, 2022. DOI: https://doi.org/ 10.18852/bdak.2022.20.4.5
  8. Deuk-Hee Park, "A comparative analysis of public perception and tourist needs of Andong before and after of COVID-19 outbreak: Text mining and semantic network analysis using big data on social media," Korean Journal of Hospitality and Tourism, Vol. 30, No. 5, pp. 231-246, 2021. DOI: https://doi.org/10.24992/KJHT.2021.7.30.05.231
  9. JinMyeong Chung and YoungHo Park, "Social Media Bigdata Analysis Based on Information SecurityKeyword Using Text Mining," Journal of the Korea Industrial Information Systems Research, Vol. 27, No. 5, pp. 37-48, 2022. DOI: https://doi.org/10.9723/jksiis.2022.27.5.037
  10. Junghan Sung and Lee Kyungjin, "Outdoor Healing Places Perception Analysis Using Named Entity Recognition of Social Media Big Data," Vol. 50, No. 5, pp. 90-102, 2022. DOI: https://doi.org/10.9715/KILA.2022.50.5.090
  11. Jang-Heon Han and Heon Seo, "A Study on the Activation Plans of Yeosu Tourism and Perception on Yeosu Tourism by Analyzing Social Big Data," The Korea Academic Society Of Tourism And Leisure, Vol. 31, No. 7, pp. 81-96, 2019. https://doi.org/10.31336/JTLR.2019.7.31.7.81
  12. Park Tae-su, "A Study on the Perception of Ulsan Tourism and the Promotion Plans for the Future through the Analysis of Social Big Data : Focused on CONCOR Analysis Methodology," Tourism Institute of Northeast Asia, Vol. 16, No. 3, pp. 109-126, 2020. https://doi.org/10.35173/NATR.16.3.6
  13. Se-Won Jeon, Gi-Hwan Ryu and Seok-Jae Moon, "Museum Gamification Design using Story Elements," International Journal of Advanced Culture Technology, Vol. 8, No. 4, pp. 25-32, 2020. DOI: https://doi..org/10.17703/IJACT.2020.8.4.25
  14. JinHo Lee, AeSook Kim, Chi-Gon Hwang and GiHwan Ryu, "A Study on the Promotion of Yakseon Food Using Big Data," International Journal of Internet, Broadcasting and Communication, Vol. 14, No. 4, pp. 41-46, 2022. DOI: https://doi.org/10.7236/IJIBC.2022.14.4.41
  15. HongYeol Choi and Eunkyung Park, "An Analysis of Solo Travel Trends using Social Media Big Data: Focused on Jeju Island," Vol. 23, No. 1, pp. 45-64, 2019. DOI: https://doi.org/10.18604/tmro.2019.23.1.3