1 |
S. H. Jung & J. W. Ko & S. H. Heo & B. P. Kyung. (2019). A Research for Functional Game based on AR Smartcare: Focusing on infant and child safety education. Journal of Korea Game Society, 19(1), 25-36. DOI : 10.7583/JKGS.2019.19.1.25
DOI
|
2 |
S. Y. Lee. (2018). A Study on the Utilization and Strategies of Gamification in Sport Brand Apps. Journal of the Korean Society Design Culture, 24(4), 277-289.
DOI
|
3 |
H. K. Cho & S. H. Kim. (2017). A Study Contents Design for Enhancing Engagement and Engagement of Augmented Reality Application User. Journal of the Korean Society Design Culture, 23(4), 733-742.
DOI
|
4 |
H. T. Kim. (2013). Gamification Marketing. Seoul: Youngjin.com.
|
5 |
M. Y. Ma & T. Woo. (2019). A Study on the Gamification Elements which Applicable to Digital Contents for Dogs. Journal of Korea Game Society, 19(3), 75-86. DOI : 10.7583/JKGS.2019.19.3.75
DOI
|
6 |
J. H. Lee. (2020). Statistics of Foreign Students in Higher Education Institutions in Korea in 2020. Ministry of Education (Online). https://www.moe.go.kr
|
7 |
D. J. Son & T. Woo. (2016). Study of Serious Game and User Behaviour Utilizing Game Mechanics In Store Environment. Journal of Korean Society of Media & Arts, 14(2), 75-89.
|
8 |
H. Y. Cha & K. H. Park. (2021). The Effect of Reward Types of Gamified Branded Contents on User Attitudes. Journal of Cultural Product & Design, 64, 71-80.
|
9 |
H. N. Moon & S. H. Park. (2016). A Study on Gamification Marketing based on Social Network Service. Journal of Design Convergence Study, (57), 17-36.
|
10 |
G. Zichermann & C. Cunningham. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. USA : O'Reilly Media,XIV
|
11 |
D. J. Son & T. Woo. (2016). Study of Serious Game and User Behaviour Utilizing Game Mechanics In Store Environment. Journal of Korean Society of Media & Arts, 14(2), 75-89.
|
12 |
H. J. Park & C. K. Keum. (2020). A Study on gamification exercise encouragement app based on GPS location information. Journal of the Korea Convergence Society, 11(4), 119-124. DOI : 10.15207/JKCS.2020.11.4.119
DOI
|
13 |
Y. J. Kim &, Y. S. Kim & T. H. Kim. (2019). The Impact of Gamification Strategies in Fitness Applications on User Flow and Continuous Use Intention. Korean Journal of Sport Management, 24(2), 55-73.
DOI
|
14 |
J. N. Xue & J. H. Yang. (2020). A Comparative Study of Gaming Design for South Korean and Chinese Reality Shows. Journal of acting studies, 20, 171-197.
DOI
|
15 |
S. Deterding, D. Dixon, R. Khaled & L. Nacke. (2011, September). From game design elements to gamefulness: defining "gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15).
|
16 |
Z. H. Zhou & T. Woo. (2020). A Study on the Exploration of Tourism Gamification. Journal of Digital Contents Society, 21(7), 1233-1240
DOI
|