The application of gamification to promote idea supporting platform: Focusing on creative economy town in South Korea

2Citations
Citations of this article
26Readers
Mendeley users who have this article in their library.

Abstract

Objectives: Recently, people's interest in gamification has gradually increased and this mechanism has been found in diverse fields. Methods/Statistical Analysis: This study has also applied gamification to Creative Economy Town, an idea supporting platform which supports commercialization and business startup through the valuation of people's ideas. A core service 'online mentoring' of Creative Economy Town is divided into private mentoring and open mentoring and then we attempt to add gamification elements to open mentoring. Findings: When mentees choose open mentoring, a model which introduced gamification elements such as goal, competition and interaction is proposed. As a result, the addition of gamification elements would motivate members to actively participate and be voluntarily cooperative through open mentoring. Diverse gamification elements that this study suggested would be applied to Creative Economy Town at the end of 2016. Improvements/Applications: The results of this study would make a contribution to future studies as a gamification-applied case.

Cite

CITATION STYLE

APA

Chung, D. B., Park, Y. W., Hong, J. S., & Yoo, S. (2016). The application of gamification to promote idea supporting platform: Focusing on creative economy town in South Korea. Indian Journal of Science and Technology, 9(44). https://doi.org/10.17485/ijst/2016/v9i44/105121

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free