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http://dx.doi.org/10.9728/dcs.2013.14.2.151

A Case study of Knowledge & Information Contents applied Gamification and Alternate Reality Game concepts  

Shin, Dong-Hee (성균관대학교 인터렉션사이언스학과)
Kim, Hee-Kyung (성균관대학교 인터렉션사이언스연구소)
Publication Information
Journal of Digital Contents Society / v.14, no.2, 2013 , pp. 151-159 More about this Journal
Abstract
Recently, gamification has garnered high attention in various fields outside the traditional game world through the adoption of game techniques. The introduction of gamification creates an alternate reality game. It appears virtually the same as other normal games, but is able to pull down the boundary between reality and imagination. At first, this was utilized by the entertainment industry for movies, advertisements, and drama publicity. We can see examples of gamification extending into the knowledge and information contents field. The purpose of knowledge and information contents is to pursue meaning and utility rather than fun, though the introduction of game methods remains interesting. In-depth examination of the conception of an alternate reality game via gamification will lead to the understanding of progression and quality of alternate reality games in the context of knowledge and information contents. As a result, we can effectively understand not only the immediate uses but also be able to measure the potential for utilization of gamification for various fields.
Keywords
Alternate Reality Game; Gamification; Knowledge&Information Contents; Transmedia; Cultural contents;
Citations & Related Records
Times Cited By KSCI : 3  (Citation Analysis)
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