곽소정 ( Sojung Kwak), 권지은 (Jieun Kwon). (2016). 한국컴퓨터게임학회논문지 제29권 제3호. 66-71. 한국컴퓨터게임학회
Funware, Gamification, Life-logging, Application
Communication using SNS(Social Network Service) with others has become the trend through quantified-self – users’ explicit and implicit data are measured, recorded and automatically stored- as life-logging application industry has been grown. As the life-logging application is focused on recording and sharing the data, regular and simple interactive functions are used rather than dynamic and tense features. The game elements are used popularly in the mobile applications. Also, funware factors have begun to be applied in life-logging application. This paper intends to analyze for 20 life-logging applications with sorting collection, point, feedback, exchanges, customization in funware factors. The result of this analysis is that ‘Point’ factor is far better than others, and ‘Exchanges’ and ‘Customization’ factor common in the funware. Specially, the data report in the ‘Point’ factor shows the result visually by analyzing the data based on characteristics of life-logging application. However, if Exchanges and Customization factor are used in application development and design, the value of life-logging concept is more increased. Therefore, attempts which is not a simple function as users’records but enjoyable actions are expected in design of life-logging application that is consistently rising.