DOI QR코드

DOI QR Code

A Case study of "Branded Contents" applied Gamification concepts

게이미피케이션 개념을 적용한 브랜디드 콘텐츠 사례 연구

  • Na, Ji Young (Dept. of Content Convergence, Ewha Womans University) ;
  • Park, Young Il (Dept. of Content Convergence, Ewha Womans University) ;
  • Kim, Hye Bin (Dept. of Content Convergence, Ewha Womans University)
  • 나지영 (이화여자대학교 융합콘텐츠학과) ;
  • 박영일 (이화여자대학교 융합콘텐츠학과) ;
  • 김혜빈 (이화여자대학교 융합콘텐츠학과)
  • Received : 2016.09.10
  • Accepted : 2016.10.18
  • Published : 2016.10.20

Abstract

This paper researches on the cases wherein the concept of gamification is applied to branded content. Gamification is the application of game elements to non-game fields, and it is being actively utilized in the areas of education, marketing, medical, sports, and shopping. Especially, the concept of gamification is applied to branded content and wherein marketing (advertisements) are expanded into entertainment content. This paper studies the methods on how the concept of gamification affects marketing, and application in the expansion of branded content into entertainment content. To achieve this, this paper looked into the concepts and characteristics of gamification and branded content, and analyzed the methods on how the elements of game (goal, competition, feedback, reward) were applied to five kinds of real cases. Finally, this paper verified that gamification is an efficient method of extending branded content into entertainment content.

본 논문에서는 게이미피케이션 개념이 브랜디드 콘텐츠에 적용된 사례를 연구한다. 게이미피케이션은 게임 요소를 비게임 분야에 적용하여 해당 분야의 효율을 높이는 개념이며 교육, 마케팅, 의료, 스포츠, 쇼핑 등의 분야에서 활발히 활용되고 있다. 특히 마케팅(광고)을 엔터테인먼트 콘텐츠로까지 확장시킨 브랜디드 콘텐츠에서도 게이미피케이션 개념을 적용한 사례를 볼 수 있다. 이에 본 연구는 게이미피케이션 개념이 마케팅에 어떠한 방식으로 영향을 끼치는지, 게이미피케이션이 브랜디드 콘텐츠가 엔터테인먼트 콘텐츠로 확장하는데 있어 어떻게 작용하는지를 고찰한다. 이를 위해 게이미피케이션과 브랜디드 콘텐츠의 개념과 특성을 살펴보았으며 5가지 실제 사례에 게임의 요소(목표, 경쟁, 피드백, 보상)가 어떤 방식으로 적용되었는지 분석하였다. 최종적으로 브랜디드 콘텐츠가 엔터테인먼트 콘텐츠로 확장함에 있어 게이미피케이션이 효율적인 방식이 될 수 있음을 검증하였다.

Keywords

References

  1. Sebastian Deterding, Dan Dixon, Rilla Khaled and Lennart Nacke, "From game design elements to gamefulness: defining gamification", Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp 9-15, 2011.
  2. https://twitter.com/TheEllenShow/status/440322224407314432?ref_src=twsrc%5Etfw
  3. http://www.huffingtonpost.kr/2014/03/05/story_n_4901372.html
  4. Hyungiin Cho, "A Study on Advertising Effect of Branded Entertainment : Focused on the Case of Animation" CERI Entertainment Review, Vol 6, pp 99-122, 2006.
  5. Philip Kotler and Waldemar Pfoertsch, "B2B Brand Management" Kindle Edition, Springer Berlin Heidelberg, 2006.
  6. Gabe Zichermann and Christopher Cunningham "Gamification by Design", O'Reilly Media Formats, 2011.
  7. http://www.ted.com/talks/lang/ko/jane_mcgonigal_gaming_can_make_a_better_world.html
  8. Dong-Hee Shin and Hee-Kyung Kim "A Case study of Knowledge & Information Contents applied Gamification and Alternate Reality Game concepts", Journal of Digital Contents Society, Vol 14, No. 2, pp 151-159, 2013. https://doi.org/10.9728/dcs.2013.14.2.151
  9. Marczewski, Andrzej "Gamification: A Simple Introduction" 2012.
  10. Sangjune Lee, "A study on Branded Contents Attributes and Utilization-Focused on Comparing TV CM" Hanyang University, 2013.
  11. Hudson, S. and Hudson, D., "Branded entertainment: a new advertising technique or product placement in disguise?" Journal of Marketing Management, Vol 22, No. 5, pp. 489-504, 2006. https://doi.org/10.1362/026725706777978703
  12. Yoori Hwang and Se-Hoon Jeong, "Persuasive Effects of Branded Entertainment : Focusing on the Effects of Ad Movie" The Korean Journal of Advertising, Vol 25, No. 6, pp. 83-104, 2014. https://doi.org/10.14377/KJA.2014.8.31.83
  13. Jung Jaeyoon, "Nike relative Nintendo", Ma Jelran, 2006
  14. https://youtu.be/ffzowgkWRvQ
  15. www.sciencetimes.co.kr/?news=내가-호텔-지배인이-된다
  16. https://brunch.co.kr/@say121290/6
  17. http://jedam.net/sub_read.html?uid=18421§ion=sc8
  18. https://www.theguardian.com/money/2010/jun/12/loreal-recruitment-game-top-graduates
  19. http://www.recruiter.co.uk/archive/part-18/LOr%C3%A9al-s-online-game-reveals-top-talent-/
  20. http://www.saramin.co.kr/recruit/jobfairscript/jobfairscript.php?mode=view&script_idx=277
  21. http://bgd.wikidot.com/reveal-by-loreal
  22. http://www.foodbank.co.kr/news/articleView.html?idxno=29596
  23. http://news.dreamx.com/view.asp?articleno=21407090&by=cat
  24. http://www.bloter.net/archives/199160
  25. Stratton base, "CT insight: Trends and practices of Gamification", Korea Creative Content Agency, pp. 24-25, 2013.
  26. http://m.blog.daum.net/newdaf/16131021
  27. Jung Jin Young, "Search for answer in the game-Gamification", SK C&C, pp.6, 2011.
  28. http://www.pokemongo.com