DOI QR코드

DOI QR Code

Development and Analysis of Walking Game Using Controllers of Hand Buttons and Footboards (Title: Paldokangsan2)

손잡이/발판 컨트롤러를 이용한 걷기게임 '팔도강산2' 개발 및 효과성 연구

  • Kim, KyungSik (Dept. of Game Development, Hoseo University) ;
  • Oh, SeongSuk (Dept. of Game Development, Hoseo University) ;
  • Ahn, Joonhee (Dept. of Social Welfare for the Elderly, Hoseo University) ;
  • Ahn, JinHo (Dept. of Electronic Engineering, Hoseo University)
  • Received : 2013.01.16
  • Accepted : 2013.06.17
  • Published : 2013.06.20

Abstract

We have developed a serious game for the elderly named 'Paldokangsan 2' in 2012 as a next version of 'Paldokangsan 1'. 'Paldokangsan 1' was a walking game for two people using controllers of armrests and footboards with PC. 'Paldokangsan 2' had additional purpose to assist cognitive, physical, and psychological functions of the elderly. Especially, walking activity was implemented in a way that a player walks around the old traditional market place in 1970's while remembering and choosing healthy food to buy. We also developed two mini games for the elderly and people with functional disability with the similar purpose as 'Paldokangsan2'. 219 older adults (age$$\geq_-$$ 65) recruited from Asan city community center participated in the study. The result showed that the game play exerted positive effects on memory, concentration and vitality of the elderly.

본 연구진에서 이번에 개발한 '팔도강산2'는 노인용 기능성게임으로서 2011년에 개발한 '팔도강산1'(팔걸이와 발판을 이용하여 2인이 걷는 PC 운동게임)의 후속 작이며 걷기운동에 노인들의 인지, 신체, 심리 기능을 추가한 게임이다. 현대생활에서의 장보기(몰워킹)를 게임 속에서 구현하였으며, 70년대의 재래시장을 배경으로 기억한 물품을 사오는 장보기 걷기 운동 게임이다. 유사한 맥락으로 걷기가 어려운 노인과 장애인용으로 미니게임도 2종 개발하였다. 아산 노인종합복지관에서 65세이상 고령자 219명을 대상으로 실험하여 효과성을 테스트한 결과 게임 플레이가 기억력, 집중력, 활력도에 긍정적인 효과가 있다고 평가되었다.

Keywords

References

  1. Statistics Korea, http://kostat.go.kr/portal/korea/index.action
  2. 2012 White Paper on Korean Games, Guide to Koran Games Industry and Culture, Korea Content Agency, 2012. 10.
  3. HyeKyung Jeon, MangYeom Kim, "The Benefits of Aquatic Exercise Programs for Older Adults," Journal of Coaching Development, Vol. 5, No. 2. pp. 69-76, 2003.
  4. http://taikopsp3.namco-ch.net/
  5. http://www.namcobandaigames.com/
  6. JeongMan Seo, "A Design Consideration Element and Serious Game for Disabled person," The Korea Society of Computer & Information, Vol. 16, No. 1, pp. 81-87, 2011. https://doi.org/10.9708/jksci.2011.16.1.081
  7. WanSeok Ryu ,Hansoo Kang, HyuJung Kim, "Development of Personal Training System Using serious Game for Rehabilitation Training," Journal of Korea Game Society, Vol. 9, No. 3, pp. 121-128, 2009.
  8. G. Yavuzer, A. Senel, M. B. Atay, H. J. Stam, "Playstation Eyetoy Games Improve Upper Extremity-related Motor Functioning in Subacute Stroke: a Randomized Controlled Clinical Trial," European Journal of Physical and Rehabilitation Medicine, Vol. 44, No. 3, pp. 237-44, 2008.
  9. SooYeol Ok, DalHyun Kim, "Serious Game Design for Rehabilitation Training with Infrared Ray Pen," Journal of Korea Game Society, Vol. 9. No. 6, pp. 151-161, 2009.
  10. Guan Feng He, Jin Woong, SunKyung Kang, SungTae Jung, "Development of Gesture Recognition-Based 3D Serious Games," Journal of Korea Game Society, Vol.11, No. 6, pp. 103-113, 2011.
  11. KyungSik Kim, SeongSuk Oh, JinHo Ahn, SunHyung Lee, and KyungChoon Lim, "Development and Analysis of a Walking Game Using controllers of Armrests and Footboards (Title: Paldokangsan)", Journal of Korea Game Society, Vol. 11, No. 6, pp. 43-52, 2011. 12.
  12. SeungJe Park, Development of Siljeon-Game Learning Unity3D, Jpop, 2012. 04. 17.
  13. Karlene K. Ball, Bettina L. Beard, Daniel L. Roenker, Richard L. Miller, and David S. Griggs, View Author Affiliations, JOSA A, Vol. 5, Issue 12, pp. 2210-2219 (1988) https://doi.org/10.1364/JOSAA.5.002210
  14. http://en.wikipedia.org/wiki/Useful_field_of_view
  15. Sekuler, A.B., P.J. Bennett, and M. Mamelak, Effects of aging on the useful field of view. Exp Aging Res, 2000. 26(2): p. 103-20. https://doi.org/10.1080/036107300243588
  16. Ball, K., V.G. Wadley, and J.D. Edwards, Advances in technology used to assess and retrain older drivers. Gerontechnology, 2002. 1(4): p. 251-261.

Cited by

  1. Development and Analysis of a Walking Game 'Paldokangsan3' Using Kinect vol.14, pp.1, 2014, https://doi.org/10.7583/JKGS.2014.14.1.49