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자료유형
학술저널
저자정보
저널정보
한국청소년시설환경학회 청소년시설환경 청소년시설환경 제16권 제3호
발행연도
2018.1
수록면
125 - 138 (14page)

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Abstract : This paper is to propose a Conceptual Design of Game Street, aka gamified street, for youth facilityand environment. The purpose of this study is to research on the game street as youth facility for galvanizinginto the economic downturn regions with gamification. The gamification is the idea of using game-thinking andgame elements to solve problem and engage players(Kim, J.T. et al, 2014). A well-gamified things(applications,places, services) can provide players (stand for users, citizen, audiences, customers, clients, buyers, learners,patients, soldiers, etc) with the supreme user experience, aka PX(player experience) causing playful behavior anda positive mindset. So gamified items can promote the depressed street to improve the quality of youth’s lifeand to reach a sustainable development of urban economic. This proposal treats the gamified street as the mosteffective way for meaningful youth facility and environment. The main goal of a gamified street is to encouragegreater engagement in young people(player) and to make richer experiences through gamification. This paperpropose a conceptual design of game street with five zones focusing on PangyoTechnovalley in Seongnam City. The gamified items for youth facility and environment on this game street derive from tens of gamification casesas pre-studies treated.

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