Bookolym:게임요소를 도입한 전자책 다자읽기를 통한 독서경험의 증강에 대한 연구Bookolym: introducing gamification to multilateral e-book reading interface for enriched reading experience

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E-book, with its standard based on web language, provides different type of user experience from what paper books offer. Unlike paper material that has been a ‘closed’ medium, E-books allow readers to share their opinions on the content, and the text to be linked to related material outside. That is one of the most distinctive differences between E-books and printed books. This study suggests how to encourage reading activity on E-book interface and how to boost debate on the text to enrich reading experience among the readers. Its methodological approach is Gamification, particularly, based on scoring and competition to hold a title. It has actual data of how often the interface features were used by test users and survey conducted on them. With those data and survey, the study measured what influence the introduction of gamification factors had had on users’ reading experience. Interviews were also conducted for a deeper analysis.
Advisors
송준화researcherSong, Joon-Hwa
Description
한국과학기술원 : 문화기술대학원,
Publisher
한국과학기술원
Issue Date
2013
Identifier
514923/325007  / 020103643
Language
kor
Description

학위논문(석사) - 한국과학기술원 : 문화기술대학원, 2013.2, [ iv, 59 p. ]

Keywords

게임화; 점수; 전자책; 주석; Gamification; Scoring; E-book; Annotation; Multilateral reading; 다자읽기

URI
http://hdl.handle.net/10203/181110
Link
http://library.kaist.ac.kr/search/detail/view.do?bibCtrlNo=514923&flag=dissertation
Appears in Collection
GCT-Theses_Master(석사논문)
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