게이미피케이션 메커니즘을 적용한 유튜브 콘텐츠 시청 경험 연구: ‘지구마불 세계여행 시즌1’을 중심으로

A Study on the Experience of Watching YouTube Content with Gamification Mechanisms: Focusing on 〈World Dice Tour 1〉

초록

TV programming to engage viewers has been around since legacy media. With the advent of digital media, creators and producers of legacy media have begun to shift their center stage to YouTube. They recognize that digital media allows for a more advanced level of viewer participation than the TV era, but they are finding it challenging to target the needs of YouTube viewers. This form of viewer participation in video content is described as “gamification,” the application of game mechanics to a non-game environment. This study aims to identify the key factors that influence viewer participation in YouTube content with game elements of motivation, competition, and relatedness. We selected <World Dice Tour 1> as a YouTube content for this study, and conducted a survey of viewers extracted from the QoE questionnaire. An Exploratory Factor Analysis was conducted on the survey results, and a total of four factors were found to be valid. Each of these factors are named Platform Factor, Relatedness Factor, Feedback Factor, and Interest Factor, and the most important one is analyzed as Platform Factor.

키워드

유튜브 콘텐츠 이 키워드로 연구동향 분석 이 키워드로 논문 검색게이미피케이션시청자 참여플랫폼 YouTube ContentGamificationViewer ParticipationPlatform
제목
게이미피케이션 메커니즘을 적용한 유튜브 콘텐츠 시청 경험 연구: ‘지구마불 세계여행 시즌1’을 중심으로
제목 (타언어)
A Study on the Experience of Watching YouTube Content with Gamification Mechanisms: Focusing on 〈World Dice Tour 1〉
저자
이진이수지
DOI
10.5392/JKCA.2025.25.03.134
발행일
2025-03
유형
정기학술지(Article(Perspective Article포함))
저널명
한국콘텐츠학회 논문지
25
3
페이지
134 ~ 147