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      게이미피케이션 요인의 측정 도구에 관한 연구 = A Study on the Development of Measurement Tools for Gamification Elements

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      https://www.riss.kr/link?id=A109491317

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      다국어 초록 (Multilingual Abstract)

      Gamification is a method of making user behavior more enjoyable by applying game techniques to non-game areas, using the psychological effects of play. In this study, achievement, social interaction, challenge, and reward were selected as key gamification factors. The research was conducted using 187 samples from fitness apps and 184 samples from VR experiments. And in the VR experiment, an extended Technology Acceptance Model (ETAM) was used to check whether these factors influence the intention to use. The results showed that all factor was reliable and valid as a measurement tool. It was also confirmed that the challenge and reward factors were suitable for models that include perceived playability, ease of use, usefulness, Intended for use. This study contributed to the development of gamification elements and measurement tools. This study is significant in that it contributed to the establishment of gamification factors and the development of measurement tools in the early research stage.
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      Gamification is a method of making user behavior more enjoyable by applying game techniques to non-game areas, using the psychological effects of play. In this study, achievement, social interaction, challenge, and reward were selected as key gamifica...

      Gamification is a method of making user behavior more enjoyable by applying game techniques to non-game areas, using the psychological effects of play. In this study, achievement, social interaction, challenge, and reward were selected as key gamification factors. The research was conducted using 187 samples from fitness apps and 184 samples from VR experiments. And in the VR experiment, an extended Technology Acceptance Model (ETAM) was used to check whether these factors influence the intention to use. The results showed that all factor was reliable and valid as a measurement tool. It was also confirmed that the challenge and reward factors were suitable for models that include perceived playability, ease of use, usefulness, Intended for use. This study contributed to the development of gamification elements and measurement tools. This study is significant in that it contributed to the establishment of gamification factors and the development of measurement tools in the early research stage.

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