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NTIS 바로가기융합정보논문지 = Journal of Convergence for Information Technology, v.12 no.3, 2022년, pp.11 - 16
람자첩 (공주대학교 게임디자인학과) , 박찬 (공주대학교 게임디자인학과) , 이완복 (공주대학교 게임디자인학과)
Although the number of foreign students is increasing with the development of internationalization, international students are often unfamiliar to the campus environment in the early stages of their school visits. This research aims to solve the problems of foreign students' unfamiliarity with the c...
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
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.
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.
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.
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.
G. Zichermann & C. Cunningham. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. USA : O'Reilly Media,XIV
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.
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).
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.
H. T. Kim. (2013). Gamification Marketing. Seoul: Youngjin.com.
Z. H. Zhou & T. Woo. (2020). A Study on the Exploration of Tourism Gamification. Journal of Digital Contents Society, 21(7), 1233-1240
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.
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.
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