Abstract
Due to the COVID-19 pandemic, a world where non-contact online communications are spreading is occurring more rapidly than previously expected compared to our outlook for its gradual advent. Accordingly, the market for immersive content is experiencing dramatic changes while communities and markets for the content based on augmented reality (“AR”) and virtual reality (“VR”) grow at a faster rate. However, most of the content based on AR is one-off and consumed over a short-term period, meaning the users soon become weary and find it difficult to continue using it. Thus, this paper proposes to adopt gamification as a method to create content that comes with continuity and aims to infer any elements for gamification based on AR. To that end, this study understands the concepts and characteristics of AR and gamification, draws elements for gamification based on AR through research on previous studies and interviews with experts, and identifies the appropriates of such elements by conducting case studies through the survey with experts.
| Translated title of the contribution | A Case study Analysis Based on Augmented Reality Gamification Contents |
|---|---|
| Original language | Korean |
| Pages (from-to) | 129-140 |
| Number of pages | 12 |
| Journal | 상품문화디자인학연구 |
| Issue number | 67 |
| DOIs | |
| State | Published - 2021 |