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논문 기본 정보

자료유형
학술저널
저자정보
정경희 (전남대학교) 이미숙 (전남대학교)
저널정보
한국복식학회 복식 복식 제74권 제2호(통권 제249호)
발행연도
2024.4
수록면
115 - 139 (25page)
DOI
10.7233/jksc.2024.74.2.115

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초록· 키워드

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With gamification becoming increasingly recognized as a marketing tool that effectively attracts public attention and promotes consumer engagement and interaction with brand experiences, this study analyzed the design structure and persuasive mechanisms of games developed by fashion brands. This study discovered that aspects of high-fashion brand games include points, feedback, collectible elements, timers, levels, avatars, and achievement elements, while many of the games’ behavioral concepts are designed with familiar and easy mechanisms such as collecting, keeping, customizing, and obtaining. The dynamics mostly include simple and easy coordination activities, with many games being preferred by daredevil player types. In terms of aesthetics, most games utilize retro, cuteness, and futuristic imagery. Furthermore, they range from games evoking emotions related to sensation, submission, challenge, discovery, and play to those eliciting complex emotions relating to fantasy, expression, narrative, and fellowship. The games produced by high-fashion brands achieve brand integration not only through the placement of elements representing brand products and events but also through interactive elements. Furthermore, they achieve consistency between the brand and game by incorporating themes and images that resonate with the brand message. Additionally, games produced by high-fashion brands possess the attributes of entertainment, autonomy, and interactivity by utilizing straightforward mechanics as well as personalization, sharing, and interactive elements. In conclusion, gamification employed by fashion brands represents an effective form of interactive visual communication and can be a powerful strategy for brands to naturally slip into the public"s daily lives, presenting a new fashion marketing platform that enables experiences that straddle the virtual and real world.

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ABSTRACT
Ⅰ. 서론
Ⅱ. 이론적 배경
Ⅲ 하이패션 브랜드의 게이미피케이션 분석
Ⅴ. 결론
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