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Adopting Normification as a Source of Intrinsic Motivation

DC Field Value Language
dc.contributor.advisor이준환-
dc.contributor.author장예나-
dc.date.accessioned2017-07-19T12:18:02Z-
dc.date.available2017-07-19T12:18:02Z-
dc.date.issued2016-02-
dc.identifier.other000000132313-
dc.identifier.urihttps://hdl.handle.net/10371/134307-
dc.description학위논문 (석사)-- 서울대학교 대학원 : 언론정보학과, 2016. 2. 이준환.-
dc.description.abstractServices in various fields apply the concept of gamification as the delivery method of behavioral information for maintaining motivation. However, prior work has discussed that the gamification is not always effective. This paper explores whether this gamification, that stimulates extrinsic motivation through competitive elements, is actually helpful in promoting intrinsic motivation that has been claimed effective in achieving long-term goals. In the preliminary study, a focus group interview was conducted with participants who either have or had used a smartphone application adopting the concept of gamification to achieve their goals. The study found that the concept of gamification does not work in all cases, especially when intrinsic motivation is more important. Based on the related works and the preliminary study, this paper proposed a normification framework that can be used as the delivery method of behavioral information for maintaining intrinsic motivation. The framework consists of four main elements: Decision, Stimulation, Action, and Reflection. In order to validate the normification framework in real situation, the reading everyday campaign study was conducted. The result of the study shows that the concept of normification was more effective than the concept of gamification for maintaining intrinsic motivation. Furthermore, the reading behavior pattern of the participants was more consistent in the normification group.-
dc.description.tableofcontents1. Introduction 1

2. Related Work 3
2.1. Motivation 3
2.2. Gamification 6
2.3. Normification 9

3. Research Question 13

4. Preliminary Study 15
4.1. Participants 15
4.2. Interview 16
4.2.1. Competition 16
4.2.2. People around them 17
4.2.3. Method 20
4.2.4. Reward 21
4.2.5. Self-Display 23
4.3. Implication of Preliminary Study 24

5. Definition of Normification 27

6. Experiment 31
6.1. Purpose 31
6.2. Participants 35
6.3. Procedure 36
6.4. Analysis 43

7. Discussion 49

8. Conclusion 52

References 55

Appendix 58

국문초록 59
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dc.formatapplication/pdf-
dc.format.extent4840832 bytes-
dc.format.mediumapplication/pdf-
dc.language.isoen-
dc.publisher서울대학교 대학원-
dc.subjectNormification-
dc.subjectGamification-
dc.subjectIntrinsic Motivation-
dc.subjectInformation communication-
dc.subject.ddc070-
dc.titleAdopting Normification as a Source of Intrinsic Motivation-
dc.typeThesis-
dc.contributor.AlternativeAuthorYaena Jang-
dc.description.degreeMaster-
dc.citation.pagesvi, 61-
dc.contributor.affiliation사회과학대학 언론정보학과-
dc.date.awarded2016-02-
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