게이미피케이션 요소의 문화적 차이에 대한 한국-오스트리아 비교 연구

A Comparative Study on the Differences in Cultural Attributes of Gamification between Korea and Austria

  • 김종우 (한국정보화진흥원 기술지원본부) ;
  • 김상욱 (충북대학교 경영대학 경영정보학과)
  • 투고 : 2018.01.10
  • 심사 : 2018.02.15
  • 발행 : 2018.02.28

초록

게이미피케이션은 게임의 작동기제가 제공하는 흥미적 요소들을 통해 사용자의 자발적 참여 동기와 몰입을 유도할 수 있는 잠재가치가 상당한 바, 게임 산업뿐만 삶의 다양한 분야에 적용될 수 있는 기법으로 주목 받고 있다. 이전의 연구들은 게임요소와 몰입 또는 재미요소와 몰입간의 관계를 살펴보는 등 부분적 시각에 국한되어왔다. 이에 반해 본 연구는 게임요소와 재미 그리고 몰입으로 이어지는 일련의 과정 속에서 게임요소를 정의하고 재미를 정서적 재미, 인지적 재미, 그리고 사회적 재미로 구분하여 어떤 게임요소가 어떤 유형의 재미에 더 유의한 영향을 주는지 알아보고자 하였다. 특히 게임은 '재미'를 위한 것이며, '재미'는 문화적 요소와 관계가 있는 일종의 정서라는 점에 착안하여 본 연구가 출발하였다는 점에서 기존연구와 근본적 차이를 갖는다. 문화적 배경의 차이에 따라 느끼는 재미가 다를 것이며 그 재미에 영향을 미치는 게임요소도 다르게 나타날 것이라는 가설을 검증하고자 한국과 오스트리아를 대상으로 게임요소와 재미 그리고 몰입에 대한 상관관계의 차이를 알아보았다. 그 결과, 한국은 사회적 재미가 몰입에 영향을 주는 것으로 나타났으며 사회적 재미에 영향을 주는 게임요소로는 '관계'와 '보상'으로 나타났다. 한편, 오스트리아는 인지적 재미가 몰입에 영향을 주는 것으로 나타났으며 인지적 재미에 영향을 주는 게임요소는 '스토리'와 '보상'으로 나타났다.

Gamification is receiving much attention from a variety of fields of life as it has tremendous potential to help people get experienced with 'fun' by the elements of game mechanism and thus attract their voluntary participation eventually to reach the state of 'flow'. Some studies examined this process with a focus the relationship between game elements and flow while others regarded the game elements as fun elements and discussed the relationship between fun and flow. However, starting from the fact that the fundamental reason humans play a game is for fun and fun is in turn induced through game elements, our study defines fun as an emotion and uses it a factors are also introduced as control variables for the study on the belief that game elements affecting fun will apparently vary depending on the cultural dimensions. This study confirms that difference exists in correlations between game element, fun, and flow, depending on the different cultural settings. By comparing samples from Korea and Austria, each representing the east and the west respectively, it was found that 'social fun' affects flow and both 'relationship' and 'reward' are in turn affecting social fun in case of Korea. On the other hand, Austrian case reveals that cognitive fun affects flow and game elements affecting cognitive fun are 'story' and 'reward'.

키워드

참고문헌

  1. Deterding, S., O'Hara, K., Sicart, M., Dixon, D. and Nacke, L., Gamification: Using Game Design Elements in Non- gaming Contexts, 2011.
  2. Zichermann G. and Cunningham, C., Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, O'Reilly Media, Inc.. 2011.
  3. Park, S. J., "The Study of the Interrelations between Game Components and Flow," International Digital Design Invitation Exhibition, Vol. 4, No. 2, pp. 819-823, 2006.
  4. Seong, B. S., "The Influence of the Amusing Factors on Commitment and Satisfaction," Journal of The Korean Society for Computer Game, Vol. 25, No. 3, 2012.
  5. Kim, J. W., Jeoung, J., and Kim, S. W., "The Relationship of Gema Elements, Fun, and Flow," Indian Journal of Science and Technology, Vol. 8(S8), pp. 405-411, 2015.
  6. Huizinga, J., Homo Ludens: A Study of the Play-Element in Culture, Routledge & Kegan Paul. 2011.
  7. Hunicke, R., LeBlanc, M., and Zubek, R. "MDA: A Formal Approach to Game Design and Game Research," Proc. of the AAAI Workshop on Challenges in Game, Vol. 4, No.1, pp. 1722, July 2004.
  8. Bunchball Inc. Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior, White Paper, 9, 2010.
  9. Hamari, J., Koivisto, J. and Sarsa. H, "Does Gamification Work? -A Literature Review of Empirical Studies on Gamification", System Sciences (HICSS), pp. 3025-3034, 2014.
  10. Kintsch, W., "Text Comprehension, Memory, and Learning," American Psychologist, 49, pp. 294-303, 1994. https://doi.org/10.1037/0003-066X.49.4.294
  11. Choi. D. and Kim. J., "Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents", CyberPsychology & Behavior, Vol. 7, No. 1, pp. 11-24, 2004. https://doi.org/10.1089/109493104322820066
  12. Jeoung, H. Y., Yoo, H. J., Bang, S. M., and Lee J. K., "An Analysis of Fun Factors in Game Applications for Children," Korean Journal of Early Childhood Education, 33, pp. 237-262, 2013.
  13. Csikszentmihalyi, M., Flow: The Psych- ology of Optimal Experience, Harper Collins. 2004.
  14. Trevino, L. K. and Webster, J., "Flow in Computer-mediated Communication: E-Mail and Voice Mail Evaluation and Impacts. Communication Research, Vol. 19, No. 5, pp. 539-573, 1992. https://doi.org/10.1177/009365092019005001
  15. Clarke, S. G. and Haworth, J. T.. 'Flow' Experience in the Daily Lives of Sixth from College Students. British Journal of Psychology, Vol. 85, No. 4, pp. 511-523, 1994. https://doi.org/10.1111/j.2044-8295.1994.tb02538.x
  16. Hoffman, Donna L. and Novak, T.P "Marketing in Hypermedia Computer- mediated Environment: Conceptual Foundations," The Journal of Marketing, Vol. 60, pp. 50-68, 1996. https://doi.org/10.2307/1251841
  17. Hofstede, G., Culture's Consequences: Comparing Values, Behaviors, Institutions, and Organizations across Nations(2nd ed.). SAGE Publications, 2001.
  18. Malone, T. W., "Toward a Theory of Intrinsically Motivating Instruction," Cognitive Science, Vol. 5, No. 4, pp. 333-369, 1981. https://doi.org/10.1207/s15516709cog0504_2
  19. KOCCA, 2015 Contents White Paper, Korea Creative Contents Agency.
  20. Jegers, K., "Elaborating Eight Elements of Fun: Supporting Design of Pervasive Player Enjoyment," Computers in Entertainment (CIE), Vol. 7, No. 2, 2009.
  21. Hall, E. T., Beyond Culture (Anchor Books ed.). New York: Anchor Books. pp. 101-102, 1989.
  22. Fornell, C. and Larcker, D. F., "Evaluating Structural Equation Models with Unobservable Variables and Measurement Error," Journal of Marketing Research, Vol. 18, No. 1, pp. 39-50, 1981. https://doi.org/10.2307/3151312