Identifying world types to deliver gameful experiences for sustainable learning in the metaverse S Park, S Kim Sustainability 14 (3), 1361, 2022 | 188 | 2022 |
Is sustainable online learning possible with gamification?—The effect of gamified online learning on student learning S Park, S Kim Sustainability 13 (8), 4267, 2021 | 91 | 2021 |
Differences in learning motivation among Bartle’s player types and measures for the delivery of sustainable gameful experiences S Park, K Min, S Kim Sustainability 13 (16), 9121, 2021 | 59 | 2021 |
Leaderboard design principles to enhance learning and motivation in a gamified educational environment: Development study S Park, S Kim JMIR serious games 9 (2), e14746, 2021 | 46 | 2021 |
Patterns among 754 gamification cases: content analysis for gamification development S Park, S Kim JMIR serious games 6 (4), e11336, 2018 | 28 | 2018 |
A badge design framework for a gamified learning environment: Cases analysis and literature review for badge design S Park, S Kim JMIR serious games 7 (2), e14342, 2019 | 19 | 2019 |
Learning effects of simulated investment game for startups S Kim, S Park International Journal of Applied Engineering Research 11 (6), 4586-4589, 2016 | 18 | 2016 |
Gamification development methodology-Design and comparative analysis of 4F process S Park, S Kim Journal of Digital Contents Society 19 (6), 1131-1144, 2018 | 16 | 2018 |
A validation of differences in academical achievement among Bartle's Player types in educational gamification environments S Park, S Kim Journal of Korea Game Society 17 (4), 25-36, 2017 | 13 | 2017 |
Communication effects of gamification app: Focused on everybody’s neighbor S Kang, JY Jeong, SJ Park, SK Kim J. Content. Digit Soc 19, 1245-1251, 2018 | 9 | 2018 |
Design and verification of VR gamification contents for cooperative thinking JY Jeong, S Kim, SJ Park, JT Jang, SR Kim Journal of Digital Contents Society 19 (5), 853-860, 2018 | 9 | 2018 |
Points and the delivery of Gameful experiences in a gamified environment: framework development and case analysis S Park, S Kim JMIR Serious Games 10 (3), e35907, 2022 | 8 | 2022 |
A Proposal of Gamification Design Elements to prevent Game and Digital Addiction S Park, S Kim Journal of Korea Game Society 19 (1), 95-108, 2019 | 6 | 2019 |
An optimized number of game mechanics and PLEX fun factors for the gamification development S Park, S Kim Journal of Digital Contents Society 19 (10), 2009-2017, 2018 | 6 | 2018 |
Gloomy Jean Game for Simulating Unfair Trade: Role Playing for Entrepreneurship Education S Kang, S Park, S Kim Journal of Digital Contents Society 20 (4), 697-705, 2019 | 4 | 2019 |
A Verification of Cognition Improvement of Science and Engineering using Gamification S Park, S Kim Journal of Korea Game Society 18 (2), 37-46, 2018 | 4 | 2018 |
An Analysis of Global Gamification Cases in CS Education S Kang, S Park, S Kim Journal of Korea Game Society 17 (6), 39-50, 2017 | 4 | 2017 |
An analysis of player types using data clustering in gamification S Park, B Kang, S Kim, S Kim Journal of Korea Game Society 17 (6), 77-88, 2017 | 4 | 2017 |
Development and Verification of the Gamification for Basic Economy Concept Education: For Engineering Students KS Min, SK Kim, SJ Park Journal of Digital Contents Society 20 (6), 1135-1143, 2019 | 3 | 2019 |
게이미피케이션 개발 방법론-4F Process 설계 및 비교 분석 박성진, 김상균 디지털콘텐츠학회논문지 19 (6), 1131-1144, 2018 | 3 | 2018 |