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The Design of Gamification to Improve Youth's Creativity : The Cases of 'Idea League' and 'Idea Company'

청소년의 창의성 향상을 위한 게이미피케이션 설계 방안 : '아이디어 리그' 및 '아이디어 컴퍼니' 사례

  • Chung, Do-Bum (Korea Institute of Science and Technology Information (KISTI)) ;
  • Jang, Hye-Jeong (Korea Institute of Science and Technology Information (KISTI)) ;
  • Lee, Kyuhong (Korea Institute of Science and Technology Information (KISTI)) ;
  • Lee, Hwanjoo (Korea Institute of Science and Technology Information (KISTI))
  • 정도범 (한국과학기술정보연구원) ;
  • 장혜정 (한국과학기술정보연구원) ;
  • 이규홍 (한국과학기술정보연구원) ;
  • 이환주 (한국과학기술정보연구원)
  • Received : 2019.01.08
  • Accepted : 2019.02.14
  • Published : 2019.02.20

Abstract

This study presents the cases of 'Idea League' and 'Idea Company' designed to improve the creativity of youth, the protagonist of the future startup in 'Idea Maru' platform. The 'Idea League' is a service where youths suggest ideas about questions that require creativity, and it can be fun to compete rankings of ideas or directly evaluate other ideas. Besides, 'Idea Company' is a service for youths to establish a virtual company, and they can receive mentoring and simulated investment for the established virtual company. The result of this study suggests that gamification can be applied in non-game areas, and it will contribute to spreading positive perception of the game.

본 연구는 '아이디어마루' 플랫폼에서 미래 창업의 주역인 청소년의 창의성을 향상하기 위해 '아이디어 리그' 및 '아이디어 컴퍼니'를 설계한 사례를 제시하였다. '아이디어 리그'는 창의성이 필요한 질문에 대해 청소년들이 아이디어를 제안하는 서비스로, 아이디어의 순위를 경쟁하거나 다른 아이디어를 직접 평가하는 재미를 느낄 수 있다. 그리고 '아이디어 컴퍼니'는 청소년들이 가상기업을 설립하는 서비스로, 설립한 가상기업에 대해 멘토링 및 모의투자를 받을 수 있다. 본 연구 결과는 비게임 분야에도 게이미피케이션이 적용될 수 있음을 제시하였고, 게임에 대한 긍정적인 인식을 확산하는데 기여할 것이다.

Keywords

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[Fig. 1] Landing Page of ‘Science Level-up’

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[Fig. 2] Landing Page of ‘Youth Maru’

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[Fig. 3] Major Activities of ‘Idea League’

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[Fig. 4] Question to Write Ideas

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[Fig. 5] Question to Write Opinions about Answers

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[Fig. 6] Leaderboard of ‘Idea League’

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[Fig. 7] Three Steps of ‘Idea Company’

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[Fig. 8] Available Activities

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[Fig. 9] Standard Logistic Function

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[Fig. 10] Leaderboard of ‘Idea Company’

[Table 1] Key Factors of Gamification

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[Table 2] Weights(wi ) on the Order of Idea(Opinion) Evaluation

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[Table 3] Experience Level of ‘Idea League’

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[Table 4] Items of Virtual Company

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[Table 5] Experience Level of ‘Idea Company’

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