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A Study on the Gamification Elements which Applicable to Digital Contents for Dogs

반려견을 위한 디지털콘텐츠에 적용 가능한 게임화 요소 연구

  • Ma, Mi Yeong (Digital Contents Dept, College of Art&Design. Kyung-Hee University) ;
  • Woo, Tack (Digital Contents Dept, College of Art&Design. Kyung-Hee University)
  • 마미영 (경희대학교 예술디자인대학 디지털콘텐츠학과) ;
  • 우탁 (경희대학교 예술디자인대학 디지털콘텐츠학과)
  • Received : 2019.05.13
  • Accepted : 2019.06.12
  • Published : 2019.06.19

Abstract

The fast-growing pet industry is expanding its reach to digital content for dogs. In this regard, the study aims to present game elements applicable to pet content, taking into account the sensory characteristics of dogs: visual, auditory, and olfactory. To this end, attendance and rules were drawn as factors to induce continuous use of content by pet owners, and intimacy and compensation were derived as game elements so that dogs could get positive responses by feeling fun and interesting through content. Through this study, we expect to revitalize the newly evolving dog content industry.

반려동물 산업이 급성장함에 따라 반려견을 위한 디지털 콘텐츠까지 그 영역을 넓히고 있다. 이에, 본 연구는 반려견의 감각적 특성인 시각적, 청각적, 후각적 요소를 고려해, 반려견 콘텐츠에 적용 가능한 게임 요소를 제시하고자 한다. 이를 위해 먼저, 반려견주에게 지속적인 콘텐츠 사용을 유도하기 위한 요소로 출석과 규칙을 도출하였고, 반려견이 콘텐츠를 통해 재미와 흥미를 느껴 긍정적인 반응 얻을 수 있도록, 친밀도와 보상을 게임화 요소로 도출하였다. 본 연구를 통해, 새롭게 진화하는 반려견 콘텐츠 산업에 활력을 불어넣을 것으로 기대한다.

Keywords

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[Fig. 1] Dog Content Model

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[Fig. 2] Volkswagen Piano Stair

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[Fig. 3] Dog TV

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[Fig. 4] Furbo

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[Fig. 5] T Pet

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[Fig. 6] Dog Training VR Contents

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[Fig. 7] Dog contents Application process

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[Fig. 8] Gaming Methodology for dog Contents

[Table 1] Gamification Element (Kwon and Woo, 2013)

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[Table 2] Gamification Case Analysis

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[Table 3] Gamification Contents Analysis

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[Table 4] Game Element Extraction and Usage

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[Table 5] Intensity table

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