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

게이미피케이션과 대체현실게임 개념을 적용한 지식정보콘텐츠 사례 연구

  • 신동희 (성균관대학교 인터렉션사이언스학과) ;
  • 김희경 (성균관대학교 인터렉션사이언스연구소)
  • Received : 2013.04.16
  • Accepted : 2013.06.06
  • Published : 2013.06.30

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.

최근 게임이 아닌 분야에 게임적 기법을 도입하여 해당 분야의 효율을 높이는 게이미피케이션의 적용이 활발하다. 게이미피케이션이 적용된 한 방식으로 대체현실게임이 있다. 용어상으로는 여느 게임과 다를 바 없어 보이지만 현실과 가상의 경계를 허무는 게임으로 처음에는 엔터테인먼트 분야(영화, 광고, 드라마의 홍보용)에서 주로 사용되었지만 현재는 그 범위를 확장하여 지식정보콘텐츠에서도 활용사례를 볼 수 있다. 지식정보콘텐츠의 목적은 재미보다는 의미와 효용을 추구하는데 여기에 게임방식을 도입했다는 것은 흥미롭다. 따라서 본 연구에서는 우선 대체현실게임, 게이미피케이션의 개념을 살펴보고, 일반적인 대체현실게임의 사례를 분석한 다음 그것의 특성과 진행 방식을 파악한다. 이어서 지식정보콘텐츠에 대체현실게임 방식이 도입된 사례의 분석을 통해 현황을 살펴보고, 향후 다양한 분야에의 활용가능성을 제시한다.

Keywords

References

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