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· 분류 : 국내도서 > 인문학 > 교양 인문학
· ISBN : 9788973143177
· 쪽수 : 468쪽
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머리말 ··················································································································· 007
| Prologue | 재미에 관한 불편한 진실 ····································································· 017
1. 삶속 재미의 현실 ······························································································· 019
1) 낮은 행복지수_020 | 2) 열악한 여가활동 수준_022 | 3) 증가하는 우울증, 자살률_027
2. 재미는 □이(가) 아니다. ··················································································· 031
1) 재미는 ‘노는 것’이 아니다._031 | 2) 재미는 ‘여가’가 아니다._033
3) 재미는 ‘일회용’이 아니다._034 | 4) 재미는 ‘미래형’이 아니다._036
3. 재미는 □ 이다. ······························································································ 039
1) 재미는 ‘선택Choice’이다._039 | 2) 재미는 ‘변화Change’이다._041
3) 재미는 ‘과정Course’이다._044 | 4) 재미는 ‘일상Common life’이다._045 | 생각해 볼 문제_047
I. 재미란 무엇인가?
1. 재미가 필요한 이유 ··························································································· 051
1) 재미 추구 배경_056 | 2) 재미의 동기_068
2. 재미의 개념과 범위 ··························································································· 073
1) 재미의 범위_075 | 2) 제외되어야 할 영역_083 | 생각해 볼 문제_087
3. 분야별 재미의 이해 ··························································································· 089
1) 기존 선행 연구_090 | 2) 재미 개념에 대한 다양한 견해들_097 | 3) 재미의 사전적 정의_117
4. 재미 정의와 유사 개념 ······················································································· 121
1) 재미의 포괄적 정의_121 | 2) 재미의 유사 개념_127 | 생각해 볼 문제_135
Ⅱ. 재미의 구조와 원리
1. 재미의 구성요소와 발현조건 ··············································································· 139
1) 재미의 외적 구성요소_140 | 2) 재미 요소_155 | 생각해 볼 문제_175 | 3) 매개물의 속성_176
4) 재미의 내적 구성요소_189
2. 재미의 유형, 효과, 차이 ····················································································· 197
1) 재미의 유형과 특성_197 | 2) 재미의 효과_202 | 3) 재미의 차이 유발요소 - 주관성_209
| 생각해 볼 문제_215
3. 재미의 심리 상태 – 몰입 ··················································································· 217
1) 서사 몰입_223 | 2) 학습 몰입_226 | 3) 가상현실 몰입_229 | 4) 미디어 몰입_231
4. 재미와 뇌 ········································································································· 233
1) 뇌 구조와 기능_235 | 2) 신경세포와 신경전달물질_240
3) 쾌락중추와 재미의 신경생리학적 기제_247 | 4) 재미와 뇌신경 가소성Plasticity_249
| 생각해 볼 문제_253
Ⅲ. 재미의 세부 영역
1. 놀이와 재미 ······································································································ 257
1) 놀이의 개념과 유형_258 | 2) 놀이의 재미 요소와 재미 원리_267 | 3) 놀이의 유용성_268
| 생각해 볼 문제_277
2. 게임과 재미 ······································································································ 279
1) 디지털 게임의 특성_280 | 2) 게임의 이야기적 특성_282 | 3) 게임의 재미 요소_286
4) 장르별 재미 요소_294 | 5) 게임의 차별적 재미 요인_300 | 생각해 볼 문제_305
3. 이야기와 재미 ···································································································· 307
1) 이야기의 상관 개념_310 | 2) 이야기의 재미 요소_312 | 3) 이야기의 재미 원리_324
| 생각해 볼 문제_331
4. 유머와 재미········································································································ 333
1) 유머의 개념과 특성_334 | 2) 유머의 재미 원리 - 유머 이론_342 | 3) 유머의 유형_345
4) 유머의 주관성_352 | 5) 유머와 뇌_354 | 생각해 볼 문제_359
5. 배움과 재미 ······································································································· 361
1) 배움의 개념과 특성_363 | 2) 배움의 재미 요소_367 | 3) 배움의 재미 원리_375
4) 배우는 재미의 지속가능성_379 | 생각해 볼 문제_385
6. 소통과 재미 ······································································································· 387
1) 소통의 개념_389 | 2) 소통의 재미 요소와 재미 원리_391 | 3) 소통의 경계 요소_397
4) 미디어의 재미_400 | 5) 소셜 미디어와 모바일 미디어의 재미_404 | 생각해 볼 문제_411
Ⅳ. 재미의 활용
재미는 문제해결 수단이다. ····················································································· 415
1. 폭스바겐사의 재미이론Fun Theory ···································································· 417
1) 피아노 계단 사례_418 | 2) 세계에서 가장 깊은 휴지통 사례_419 | 3) 빈병 수거함 사례_419
2. 퀘스트투런Quest to learn ················································································· 423
1) 설립 배경과 커리큘럼_424 | 2) 수업 내용과 평가 방식_425
3. 퍼놀로지Funology ···························································································· 427
1) 일반 상품 분야_428 | 2) 콘텐츠 분야_429 | 3) 서비스 분야_431
4. 게이미피케이션Gamification ·············································································· 435
1) 기본 구조와 구성 요소_436 | 2) 적용 사례_438 | 생각해 볼 문제_441
| 에필로그 | 재미있는 삶을 위한 제언 ······································································ 443
1. 호기심을 죽이지 마라. ························································································ 447
2. 남들과 다름을 추구하라. ····················································································· 449
3. 재미의 균형을 잡아라. ························································································ 451
참고 문헌 ·············································································································· 453
색인 ······················································································································ 463