Total views : 241

The Application of Gamification to Promote Idea Supporting Platform: Focusing on Creative Economy Town in South Korea

Affiliations

  • KISTI (Korea Institute of Science and Technology Information), Seoul 02456, South Korea

Abstract


Objectives: Recently, people’s interest in gamification has gradually increased and this mechanism has been found in diverse fields. Methods/Statistical Analysis: This study has also applied gamification to Creative Economy Town, an idea supporting platform which supports commercialization and business startup through the valuation of people’s ideas. A core service ‘online mentoring’ of Creative Economy Town is divided into private mentoring and open mentoring and then we attempt to add gamification elements to open mentoring. Findings: When mentees choose open mentoring, a model which introduced gamification elements such as goal, competition and interaction is proposed. As a result, the addition of gamification elements would motivate members to actively participate and be voluntarily cooperative through open mentoring. Diverse gamification elements that this study suggested would be applied to Creative Economy Town at the end of 2016. Improvements/Applications: The results of this study would make a contribution to future studies as a gamification-applied case.

Keywords

Creative Economy Town, Gamification, Idea Supporting Platform, Online Mentoring, Open Mentoring, Private Mentoring.

Full Text:

 |  (PDF views: 187)

References


  • Kim J, Jung J, Kim S. The relationship of game elements, fun and flow. Indian Journal of Science and Technology. 2015; 8(S8):405–11.
  • Lee D. What is gamification and how gamification will change our life? Journal of Digital Design. 2011; 11(4):449–57.
  • Creative Economy Town. 2016. Available from: https://www.creativekorea.or.kr
  • Kang AY, Kim HH. The study on effective experience marketing with indulging gamification: Centering on the five strategic experience module by Bernd Schmitt. Journal of Digital Design. 2013; 13(3):687–95.
  • Kwon BY, Lyou CG. The meta-analysis of domestic gamification research: Status and suggest. Humanities Contents. 2015; 39:97–124.
  • Lee HL, Woo JH, Park MS, Lee DY, Jeong EJ. A research on the effective development of gamification through case study: Based on game mechanics and game dynamics. Korean Society for Computer Game. 2014; 27(1):141–51.
  • Khan Academy. 2016. Available from: https://www.khanacademy.org
  • Sundar PVP, Kumar AVS. A systematic approach to identify unmotivated learners in online learning. Indian Journal of Science and Technology. 2016; 9(14):1–6.
  • Boopathi K, Sreejith S, Bithin A. Learning cyber security through gamification. Indian Journal of Science and Technology. 2015; 8(7):642–9.
  • Kim JW, Jeong EJ. A study on development direction of public interest contents through gamification case analyses in domestic and foreign environmental fields. Journal of Korea Game Society. 2014; 14(5):161–82.
  • Min SG, Kim SH. A study on utilizing gamification of smart e-Learning to improve learners flow. Journal of the Korean Society of Design Culture. 2015; 21(4):177–87.
  • Chung DB, Kim SJ, Song YJ, Hwang YH. A study on the status of the idea supported platform: Focusing on the diffusion of the Creative Economy Town. Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities and Sociology. 2015; 5(4):37–44.
  • Quirky. 2016. Available from: https://www.quirky.com
  • Idea Audition. 2016. Available from: http://www.ideaaudition.com
  • Kim S. An observational research on the limitations and side effects of gamification in educating human resources. Journal of Korea Game Society. 2015; 15(3):87–96.

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution 3.0 License.