Indian Journal of Science and Technology
Year: 2016, Volume: 9, Issue: 44, Pages: 1-4
Do-Bum Chung, Young-Wook Park, Jhung-Soo Hong and SuhyeonYoo*
KISTI (Korea Institute of Science and Technology Information), Seoul 02456, South Korea; [email protected], [email protected], [email protected], [email protected]
*Author for correspondence
KISTI (Korea Institute of Science and Technology Information), Seoul 02456, South Korea; [email protected]
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.
Keywords: Creative Economy Town, Gamification, Idea Supporting Platform, Online Mentoring, Open Mentoring, Private Mentoring
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