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A Study on the Analysis of Museum Gamification Keywords Using Social Media Big Data

  • Jeon, Se-won (Department of Tourism and Food Industry, Graduate School of Smart Convergence, KwangWoon University) ;
  • Choi, YounHee (Department of Immersive Content Convergence, Graduate School of KwangWoon University) ;
  • Moon, Seok-Jae (Institute of Information Technology, KwangWoon University) ;
  • Yoo, Kyung-Mi (Department of Tourism Management, Institute of Information Technology, KwangWoon University) ;
  • Ryu, Gi-Hwan (Department of Tourism Industry, Graduate school of smart convergence, KwangWoon University)
  • Received : 2021.09.02
  • Accepted : 2021.09.12
  • Published : 2021.11.30

Abstract

The purpose of this paper is to identify keywords related to museums, gamification, and visitors, and provide basic data that the museum market can be expanded by using gamification. That used to collect data for blogs, news, cafes, intellectuals, academic information by Naver and Daum which is Web documents in Korea, and Google Web, news, Facebook, Baidu, YouTube, and Twitter for analysis. For the data analysis period, a total of one year of data was selected from April 16, 2020 to April 16, 2021, after Corona. For data collection and analysis, the frequency and matrix of keywords were extracted through Textom, a social matrix site, and the relationship and connection centrality between keywords were analysed and visualized using the Netdraw function in the UCINET6 program. In addition, We performed CONCOR analysis to derive clusters for similar keywords. As a result, a total of 25,761 cases that analysing the keywords of museum, gamification and visitors were derived. This shows that the museum, gamification, and spectators are related to each other. Furthermore, if a system using gamification is developed for museums, the museum market can be developed.

Keywords

References

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